Coverage Report

Created: 2023-09-28 01:10

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.90 WIP
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// (main code and documentation)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// Resources:
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// - FAQ                   https://dearimgui.com/faq
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// - Getting Started       https://dearimgui.com/getting-started
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// - Homepage              https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// - Tests & Automation    https://github.com/ocornut/imgui_test_engine
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Copyright (c) 2014-2023 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed primarily for developers and content-creators, not the typical end-user!
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 Some of the current weaknesses (which we aim to address in the future) includes:
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 - Doesn't look fancy.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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   data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - This codebase aims to be highly optimized:
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   - A typical idle frame should never call malloc/free.
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   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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 - This codebase aims to be both highly opinionated and highly flexible:
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   - This code works because of the things it choose to solve or not solve.
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   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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     This is to increase compatibility, increase maintainability and facilitate use from other languages.
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   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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     (so don't use ImVector in your code or at our own risk!).
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   - Building: We don't use nor mandate a build system for the main library.
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     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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     This is also because providing a build system for the main library would be of little-value.
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     The build problems are almost never coming from the main library but from specific backends.
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Update submodule or copy/overwrite every file.
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 - About imconfig.h:
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   - You may modify your copy of imconfig.h, in this case don't overwrite it.
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   - or you may locally branch to modify imconfig.h and merge/rebase latest.
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   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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     specify a custom path for your imconfig.h file and instead not have to modify the default one.
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date!
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ and example applications for details about this!
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
402
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
403
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
404
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
405
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
406
407
                 // The texture for the draw call is specified by pcmd->GetTexID().
408
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
409
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
410
411
                 // Render 'pcmd->ElemCount/3' indexed triangles.
412
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
413
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
414
             }
415
          }
416
       }
417
    }
418
419
420
 API BREAKING CHANGES
421
 ====================
422
423
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
424
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
425
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
426
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
427
428
(Docking/Viewport Branch)
429
 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
430
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
431
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
432
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
433
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
434
435
 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
436
                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
437
                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
438
                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
439
                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
440
 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
441
                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
442
                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
443
                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
444
 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
445
 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
446
 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
447
 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
448
 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
449
 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
450
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
451
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
452
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
453
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
454
                           - ListBoxFooter()  -> use EndListBox()
455
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
456
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
457
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
458
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
459
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
460
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
461
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
462
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
463
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
464
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
465
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
466
                         it has been frequently requested by people to use our own. We had an opt-in define which was
467
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
468
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
469
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
470
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
471
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
472
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
473
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
474
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
475
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
476
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
477
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
478
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
479
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
480
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
481
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
482
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
483
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
484
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
485
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
486
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
487
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
488
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
489
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
490
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
491
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
492
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
493
                         - previously this would make the window content size ~200x200:
494
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
495
                         - instead, please submit an item:
496
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
497
                         - alternative:
498
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
499
                         - content size is now only extended when submitting an item!
500
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
501
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
502
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
503
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
504
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
505
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
506
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
507
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
508
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
509
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
510
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
511
                        - Official backends from 1.87+                  -> no issue.
512
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
513
                        - Custom backends not writing to io.NavInputs[] -> no issue.
514
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
515
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
516
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
517
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
518
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
519
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
520
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
521
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
522
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
523
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
524
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
525
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
526
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
527
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
528
                       read https://github.com/ocornut/imgui/issues/4921 for details.
529
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
530
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
531
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
532
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
533
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
534
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
535
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
536
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
537
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
538
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
539
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
540
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
541
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
542
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
543
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
544
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
545
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
546
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
547
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
548
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
549
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
550
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
551
                        - if you are using official backends from the source tree: you have nothing to do.
552
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
553
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
554
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
555
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
556
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
557
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
558
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
559
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
560
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
561
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
562
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
563
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
564
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
565
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
566
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
567
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
568
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
569
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
570
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
571
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
572
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
573
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
574
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
575
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
576
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
577
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
578
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
579
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
580
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
581
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
582
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
583
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
584
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
585
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
586
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
587
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
588
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
589
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
590
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
591
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
592
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
593
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
594
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
595
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
596
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
597
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
598
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
599
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
600
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
601
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
602
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
603
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
604
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
605
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
606
                       - if you omitted the 'power' parameter (likely!), you are not affected.
607
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
608
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
609
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
610
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
611
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
612
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
613
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
614
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
615
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
616
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
617
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
618
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
619
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
620
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
621
                       - ShowTestWindow()                    -> use ShowDemoWindow()
622
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
623
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
624
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
625
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
626
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
627
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
628
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
629
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
630
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
631
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
632
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
633
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
634
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
635
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
636
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
637
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
638
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
639
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
640
                       - ImFont::Glyph                       -> use ImFontGlyph
641
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
642
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
643
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
644
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
645
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
646
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
647
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
648
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
649
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
650
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
651
                       Please reach out if you are affected.
652
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
653
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
654
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
655
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
656
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
657
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
658
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
659
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
660
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
661
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
662
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
663
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
664
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
665
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
666
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
667
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
668
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
669
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
670
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
671
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
672
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
673
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
674
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
675
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
676
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
677
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
678
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
679
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
680
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
681
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
682
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
683
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
684
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
685
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
686
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
687
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
688
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
689
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
690
                       consistent with other functions. Kept redirection functions (will obsolete).
691
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
692
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
693
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
694
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
695
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
696
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
697
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
698
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
699
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
700
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
701
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
702
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
703
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
704
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
705
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
706
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
707
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
708
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
709
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
710
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
711
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
712
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
713
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
714
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
715
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
716
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
717
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
718
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
719
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
720
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
721
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
722
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
723
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
724
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
725
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
726
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
727
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
728
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
729
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
730
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
731
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
732
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
733
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
734
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
735
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
736
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
737
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
738
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
739
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
740
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
741
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
742
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
743
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
744
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
745
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
746
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
747
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
748
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
749
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
750
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
751
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
752
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
753
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
754
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
755
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
756
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
757
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
758
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
759
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
760
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
761
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
762
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
763
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
764
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
765
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
766
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
767
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
768
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
769
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
770
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
771
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
772
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
773
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
774
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
775
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
776
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
777
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
778
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
779
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
780
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
781
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
782
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
783
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
784
                     - the signature of the io.RenderDrawListsFn handler has changed!
785
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
786
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
787
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
788
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
789
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
790
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
791
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
792
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
793
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
794
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
795
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
796
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
797
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
798
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
799
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
800
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
801
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
802
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
803
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
804
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
805
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
806
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
807
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
808
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
809
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
810
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
811
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
812
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
813
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
814
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
815
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
816
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
817
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
818
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
819
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
820
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
821
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
822
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
823
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
824
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
825
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
826
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
827
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
828
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
829
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
830
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
831
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
832
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
833
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
834
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
835
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
836
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
837
838
839
 FREQUENTLY ASKED QUESTIONS (FAQ)
840
 ================================
841
842
 Read all answers online:
843
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
844
 Read all answers locally (with a text editor or ideally a Markdown viewer):
845
   docs/FAQ.md
846
 Some answers are copied down here to facilitate searching in code.
847
848
 Q&A: Basics
849
 ===========
850
851
 Q: Where is the documentation?
852
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
853
    - Run the examples/ applications and explore them.
854
    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
855
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
856
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
857
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
858
    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
859
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
860
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
861
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
862
    - Your programming IDE is your friend, find the type or function declaration to find comments
863
      associated with it.
864
865
 Q: What is this library called?
866
 Q: Which version should I get?
867
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
868
 >> See https://www.dearimgui.com/faq for details.
869
870
 Q&A: Integration
871
 ================
872
873
 Q: How to get started?
874
 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
875
876
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
877
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
878
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
879
880
 Q. How can I enable keyboard or gamepad controls?
881
 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
882
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
883
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
884
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
885
 >> See https://www.dearimgui.com/faq
886
887
 Q&A: Usage
888
 ----------
889
890
 Q: About the ID Stack system..
891
   - Why is my widget not reacting when I click on it?
892
   - How can I have widgets with an empty label?
893
   - How can I have multiple widgets with the same label?
894
   - How can I have multiple windows with the same label?
895
 Q: How can I display an image? What is ImTextureID, how does it work?
896
 Q: How can I use my own math types instead of ImVec2?
897
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
898
 Q: How can I display custom shapes? (using low-level ImDrawList API)
899
 >> See https://www.dearimgui.com/faq
900
901
 Q&A: Fonts, Text
902
 ================
903
904
 Q: How should I handle DPI in my application?
905
 Q: How can I load a different font than the default?
906
 Q: How can I easily use icons in my application?
907
 Q: How can I load multiple fonts?
908
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
909
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
910
911
 Q&A: Concerns
912
 =============
913
914
 Q: Who uses Dear ImGui?
915
 Q: Can you create elaborate/serious tools with Dear ImGui?
916
 Q: Can you reskin the look of Dear ImGui?
917
 Q: Why using C++ (as opposed to C)?
918
 >> See https://www.dearimgui.com/faq
919
920
 Q&A: Community
921
 ==============
922
923
 Q: How can I help?
924
 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
925
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
926
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
927
      Also see https://github.com/ocornut/imgui/wiki/Sponsors
928
    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
929
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
930
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
931
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
932
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
933
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
934
935
*/
936
937
//-------------------------------------------------------------------------
938
// [SECTION] INCLUDES
939
//-------------------------------------------------------------------------
940
941
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
942
#define _CRT_SECURE_NO_WARNINGS
943
#endif
944
945
#ifndef IMGUI_DEFINE_MATH_OPERATORS
946
#define IMGUI_DEFINE_MATH_OPERATORS
947
#endif
948
949
#include "imgui.h"
950
#ifndef IMGUI_DISABLE
951
#include "imgui_internal.h"
952
953
// System includes
954
#include <stdio.h>      // vsnprintf, sscanf, printf
955
#include <stdint.h>     // intptr_t
956
957
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
958
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
959
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
960
#endif
961
962
// [Windows] OS specific includes (optional)
963
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
964
#define IMGUI_DISABLE_WIN32_FUNCTIONS
965
#endif
966
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
967
#ifndef WIN32_LEAN_AND_MEAN
968
#define WIN32_LEAN_AND_MEAN
969
#endif
970
#ifndef NOMINMAX
971
#define NOMINMAX
972
#endif
973
#ifndef __MINGW32__
974
#include <Windows.h>        // _wfopen, OpenClipboard
975
#else
976
#include <windows.h>
977
#endif
978
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
979
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
980
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
981
#endif
982
#endif
983
984
// [Apple] OS specific includes
985
#if defined(__APPLE__)
986
#include <TargetConditionals.h>
987
#endif
988
989
// Visual Studio warnings
990
#ifdef _MSC_VER
991
#pragma warning (disable: 4127)             // condition expression is constant
992
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
993
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
994
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
995
#endif
996
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
997
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
998
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
999
#endif
1000
1001
// Clang/GCC warnings with -Weverything
1002
#if defined(__clang__)
1003
#if __has_warning("-Wunknown-warning-option")
1004
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
1005
#endif
1006
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
1007
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
1008
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
1009
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
1010
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
1011
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
1012
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
1013
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1014
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
1015
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
1016
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
1017
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
1018
#elif defined(__GNUC__)
1019
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1020
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
1021
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
1022
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
1023
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1024
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
1025
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1026
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
1027
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1028
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
1029
#endif
1030
1031
// Debug options
1032
109k
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1033
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
1034
1035
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1036
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
1037
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
1038
1039
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1040
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1041
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1042
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1043
1044
// Tooltip offset
1045
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1046
1047
// Docking
1048
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1049
1050
//-------------------------------------------------------------------------
1051
// [SECTION] FORWARD DECLARATIONS
1052
//-------------------------------------------------------------------------
1053
1054
static void             SetCurrentWindow(ImGuiWindow* window);
1055
static void             FindHoveredWindow();
1056
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1057
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1058
1059
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1060
1061
// Settings
1062
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1063
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1064
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1065
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1066
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1067
1068
// Platform Dependents default implementation for IO functions
1069
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1070
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1071
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1072
1073
namespace ImGui
1074
{
1075
// Navigation
1076
static void             NavUpdate();
1077
static void             NavUpdateWindowing();
1078
static void             NavUpdateWindowingOverlay();
1079
static void             NavUpdateCancelRequest();
1080
static void             NavUpdateCreateMoveRequest();
1081
static void             NavUpdateCreateTabbingRequest();
1082
static float            NavUpdatePageUpPageDown();
1083
static inline void      NavUpdateAnyRequestFlag();
1084
static void             NavUpdateCreateWrappingRequest();
1085
static void             NavEndFrame();
1086
static bool             NavScoreItem(ImGuiNavItemData* result);
1087
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1088
static void             NavProcessItem();
1089
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1090
static ImVec2           NavCalcPreferredRefPos();
1091
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1092
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1093
static void             NavRestoreLayer(ImGuiNavLayer layer);
1094
static int              FindWindowFocusIndex(ImGuiWindow* window);
1095
1096
// Error Checking and Debug Tools
1097
static void             ErrorCheckNewFrameSanityChecks();
1098
static void             ErrorCheckEndFrameSanityChecks();
1099
static void             UpdateDebugToolItemPicker();
1100
static void             UpdateDebugToolStackQueries();
1101
1102
// Inputs
1103
static void             UpdateKeyboardInputs();
1104
static void             UpdateMouseInputs();
1105
static void             UpdateMouseWheel();
1106
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1107
1108
// Misc
1109
static void             UpdateSettings();
1110
static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1111
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1112
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1113
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1114
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1115
static void             RenderDimmedBackgrounds();
1116
1117
// Viewports
1118
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1119
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1120
static void             DestroyViewport(ImGuiViewportP* viewport);
1121
static void             UpdateViewportsNewFrame();
1122
static void             UpdateViewportsEndFrame();
1123
static void             WindowSelectViewport(ImGuiWindow* window);
1124
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1125
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1126
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1127
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1128
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1129
static int              FindPlatformMonitorForRect(const ImRect& r);
1130
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1131
1132
}
1133
1134
//-----------------------------------------------------------------------------
1135
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1136
//-----------------------------------------------------------------------------
1137
1138
// DLL users:
1139
// - Heaps and globals are not shared across DLL boundaries!
1140
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1141
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1142
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1143
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1144
1145
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1146
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1147
//   Change to a different context by calling ImGui::SetCurrentContext().
1148
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1149
//   If you want thread-safety to allow N threads to access N different contexts:
1150
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1151
//         struct ImGuiContext;
1152
//         extern thread_local ImGuiContext* MyImGuiTLS;
1153
//         #define GImGui MyImGuiTLS
1154
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1155
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1156
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1157
// - DLL users: read comments above.
1158
#ifndef GImGui
1159
ImGuiContext*   GImGui = NULL;
1160
#endif
1161
1162
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1163
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1164
// - DLL users: read comments above.
1165
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1166
1.22k
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1167
1.17k
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1168
#else
1169
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1170
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1171
#endif
1172
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1173
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1174
static void*                GImAllocatorUserData = NULL;
1175
1176
//-----------------------------------------------------------------------------
1177
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1178
//-----------------------------------------------------------------------------
1179
1180
ImGuiStyle::ImGuiStyle()
1181
1
{
1182
1
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1183
1
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1184
1
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1185
1
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1186
1
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1187
1
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1188
1
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1189
1
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1190
1
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1191
1
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1192
1
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1193
1
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1194
1
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1195
1
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1196
1
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1197
1
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1198
1
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1199
1
    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.
1200
1
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1201
1
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1202
1
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1203
1
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1204
1
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1205
1
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1206
1
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1207
1
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1208
1
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1209
1
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1210
1
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1211
1
    TabBarBorderSize        = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1212
1
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1213
1
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1214
1
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1215
1
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1216
1
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1217
1
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1218
1
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1219
1
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1220
1
    DockingSeparatorSize    = 2.0f;             // Thickness of resizing border between docked windows
1221
1
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1222
1
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1223
1
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1224
1
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1225
1
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1226
1
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1227
1228
    // Behaviors
1229
1
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1230
1
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1231
1
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1232
1
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1233
1
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1234
1235
    // Default theme
1236
1
    ImGui::StyleColorsDark(this);
1237
1
}
1238
1239
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1240
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1241
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1242
0
{
1243
0
    WindowPadding = ImFloor(WindowPadding * scale_factor);
1244
0
    WindowRounding = ImFloor(WindowRounding * scale_factor);
1245
0
    WindowMinSize = ImFloor(WindowMinSize * scale_factor);
1246
0
    ChildRounding = ImFloor(ChildRounding * scale_factor);
1247
0
    PopupRounding = ImFloor(PopupRounding * scale_factor);
1248
0
    FramePadding = ImFloor(FramePadding * scale_factor);
1249
0
    FrameRounding = ImFloor(FrameRounding * scale_factor);
1250
0
    ItemSpacing = ImFloor(ItemSpacing * scale_factor);
1251
0
    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
1252
0
    CellPadding = ImFloor(CellPadding * scale_factor);
1253
0
    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
1254
0
    IndentSpacing = ImFloor(IndentSpacing * scale_factor);
1255
0
    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
1256
0
    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
1257
0
    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
1258
0
    GrabMinSize = ImFloor(GrabMinSize * scale_factor);
1259
0
    GrabRounding = ImFloor(GrabRounding * scale_factor);
1260
0
    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
1261
0
    TabRounding = ImFloor(TabRounding * scale_factor);
1262
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1263
0
    SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);
1264
0
    DockingSeparatorSize = ImFloor(DockingSeparatorSize * scale_factor);
1265
0
    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
1266
0
    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
1267
0
    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
1268
0
}
1269
1270
ImGuiIO::ImGuiIO()
1271
1
{
1272
    // Most fields are initialized with zero
1273
1
    memset(this, 0, sizeof(*this));
1274
1
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1275
1276
    // Settings
1277
1
    ConfigFlags = ImGuiConfigFlags_None;
1278
1
    BackendFlags = ImGuiBackendFlags_None;
1279
1
    DisplaySize = ImVec2(-1.0f, -1.0f);
1280
1
    DeltaTime = 1.0f / 60.0f;
1281
1
    IniSavingRate = 5.0f;
1282
1
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1283
1
    LogFilename = "imgui_log.txt";
1284
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1285
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1286
        KeyMap[i] = -1;
1287
#endif
1288
1
    UserData = NULL;
1289
1290
1
    Fonts = NULL;
1291
1
    FontGlobalScale = 1.0f;
1292
1
    FontDefault = NULL;
1293
1
    FontAllowUserScaling = false;
1294
1
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1295
1296
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1297
1
    ConfigDockingNoSplit = false;
1298
1
    ConfigDockingWithShift = false;
1299
1
    ConfigDockingAlwaysTabBar = false;
1300
1
    ConfigDockingTransparentPayload = false;
1301
1302
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1303
1
    ConfigViewportsNoAutoMerge = false;
1304
1
    ConfigViewportsNoTaskBarIcon = false;
1305
1
    ConfigViewportsNoDecoration = true;
1306
1
    ConfigViewportsNoDefaultParent = false;
1307
1308
    // Miscellaneous options
1309
1
    MouseDrawCursor = false;
1310
#ifdef __APPLE__
1311
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1312
#else
1313
1
    ConfigMacOSXBehaviors = false;
1314
1
#endif
1315
1
    ConfigInputTrickleEventQueue = true;
1316
1
    ConfigInputTextCursorBlink = true;
1317
1
    ConfigInputTextEnterKeepActive = false;
1318
1
    ConfigDragClickToInputText = false;
1319
1
    ConfigWindowsResizeFromEdges = true;
1320
1
    ConfigWindowsMoveFromTitleBarOnly = false;
1321
1
    ConfigMemoryCompactTimer = 60.0f;
1322
1
    ConfigDebugBeginReturnValueOnce = false;
1323
1
    ConfigDebugBeginReturnValueLoop = false;
1324
1325
    // Inputs Behaviors
1326
1
    MouseDoubleClickTime = 0.30f;
1327
1
    MouseDoubleClickMaxDist = 6.0f;
1328
1
    MouseDragThreshold = 6.0f;
1329
1
    KeyRepeatDelay = 0.275f;
1330
1
    KeyRepeatRate = 0.050f;
1331
1332
    // Platform Functions
1333
    // Note: Initialize() will setup default clipboard/ime handlers.
1334
1
    BackendPlatformName = BackendRendererName = NULL;
1335
1
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1336
1
    PlatformLocaleDecimalPoint = '.';
1337
1338
    // Input (NB: we already have memset zero the entire structure!)
1339
1
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1340
1
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1341
1
    MouseSource = ImGuiMouseSource_Mouse;
1342
6
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1343
141
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1344
1
    AppAcceptingEvents = true;
1345
1
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1346
1
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1347
1
}
1348
1349
// Pass in translated ASCII characters for text input.
1350
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1351
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1352
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1353
void ImGuiIO::AddInputCharacter(unsigned int c)
1354
6.46k
{
1355
6.46k
    IM_ASSERT(Ctx != NULL);
1356
6.46k
    ImGuiContext& g = *Ctx;
1357
6.46k
    if (c == 0 || !AppAcceptingEvents)
1358
2.81k
        return;
1359
1360
3.65k
    ImGuiInputEvent e;
1361
3.65k
    e.Type = ImGuiInputEventType_Text;
1362
3.65k
    e.Source = ImGuiInputSource_Keyboard;
1363
3.65k
    e.EventId = g.InputEventsNextEventId++;
1364
3.65k
    e.Text.Char = c;
1365
3.65k
    g.InputEventsQueue.push_back(e);
1366
3.65k
}
1367
1368
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1369
// we should save the high surrogate.
1370
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1371
3.11k
{
1372
3.11k
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1373
401
        return;
1374
1375
2.70k
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1376
1.25k
    {
1377
1.25k
        if (InputQueueSurrogate != 0)
1378
474
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1379
1.25k
        InputQueueSurrogate = c;
1380
1.25k
        return;
1381
1.25k
    }
1382
1383
1.45k
    ImWchar cp = c;
1384
1.45k
    if (InputQueueSurrogate != 0)
1385
730
    {
1386
730
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1387
267
        {
1388
267
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1389
267
        }
1390
463
        else
1391
463
        {
1392
463
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1393
463
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1394
#else
1395
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1396
#endif
1397
463
        }
1398
1399
730
        InputQueueSurrogate = 0;
1400
730
    }
1401
1.45k
    AddInputCharacter((unsigned)cp);
1402
1.45k
}
1403
1404
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1405
67
{
1406
67
    if (!AppAcceptingEvents)
1407
0
        return;
1408
67
    while (*utf8_chars != 0)
1409
0
    {
1410
0
        unsigned int c = 0;
1411
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1412
0
        AddInputCharacter(c);
1413
0
    }
1414
67
}
1415
1416
// Clear all incoming events.
1417
void ImGuiIO::ClearEventsQueue()
1418
0
{
1419
0
    IM_ASSERT(Ctx != NULL);
1420
0
    ImGuiContext& g = *Ctx;
1421
0
    g.InputEventsQueue.clear();
1422
0
}
1423
1424
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1425
void ImGuiIO::ClearInputKeys()
1426
9.77k
{
1427
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1428
    memset(KeysDown, 0, sizeof(KeysDown));
1429
#endif
1430
1.37M
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1431
1.36M
    {
1432
1.36M
        KeysData[n].Down             = false;
1433
1.36M
        KeysData[n].DownDuration     = -1.0f;
1434
1.36M
        KeysData[n].DownDurationPrev = -1.0f;
1435
1.36M
    }
1436
9.77k
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1437
9.77k
    KeyMods = ImGuiMod_None;
1438
9.77k
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1439
58.6k
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1440
48.8k
    {
1441
48.8k
        MouseDown[n] = false;
1442
48.8k
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1443
48.8k
    }
1444
9.77k
    MouseWheel = MouseWheelH = 0.0f;
1445
9.77k
    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1446
9.77k
}
1447
1448
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1449
// Current frame character buffer is now also cleared by ClearInputKeys().
1450
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1451
void ImGuiIO::ClearInputCharacters()
1452
{
1453
    InputQueueCharacters.resize(0);
1454
}
1455
#endif
1456
1457
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1458
12.3k
{
1459
12.3k
    ImGuiContext& g = *ctx;
1460
21.0k
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1461
12.2k
    {
1462
12.2k
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1463
12.2k
        if (e->Type != type)
1464
6.78k
            continue;
1465
5.50k
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1466
981
            continue;
1467
4.52k
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1468
958
            continue;
1469
3.56k
        return e;
1470
4.52k
    }
1471
8.78k
    return NULL;
1472
12.3k
}
1473
1474
// Queue a new key down/up event.
1475
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1476
// - bool down:          Is the key down? use false to signify a key release.
1477
// - float analog_value: 0.0f..1.0f
1478
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1479
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1480
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1481
3.36k
{
1482
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1483
3.36k
    IM_ASSERT(Ctx != NULL);
1484
3.36k
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1485
0
        return;
1486
3.36k
    ImGuiContext& g = *Ctx;
1487
3.36k
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1488
3.36k
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1489
3.36k
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1490
1491
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1492
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1493
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1494
    if (BackendUsingLegacyKeyArrays == -1)
1495
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1496
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1497
    BackendUsingLegacyKeyArrays = 0;
1498
#endif
1499
3.36k
    if (ImGui::IsGamepadKey(key))
1500
39
        BackendUsingLegacyNavInputArray = false;
1501
1502
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1503
3.36k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1504
3.36k
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1505
3.36k
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1506
3.36k
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1507
3.36k
    if (latest_key_down == down && latest_key_analog == analog_value)
1508
1.06k
        return;
1509
1510
    // Add event
1511
2.30k
    ImGuiInputEvent e;
1512
2.30k
    e.Type = ImGuiInputEventType_Key;
1513
2.30k
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1514
2.30k
    e.EventId = g.InputEventsNextEventId++;
1515
2.30k
    e.Key.Key = key;
1516
2.30k
    e.Key.Down = down;
1517
2.30k
    e.Key.AnalogValue = analog_value;
1518
2.30k
    g.InputEventsQueue.push_back(e);
1519
2.30k
}
1520
1521
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1522
1.42k
{
1523
1.42k
    if (!AppAcceptingEvents)
1524
0
        return;
1525
1.42k
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1526
1.42k
}
1527
1528
// [Optional] Call after AddKeyEvent().
1529
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1530
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1531
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1532
0
{
1533
0
    if (key == ImGuiKey_None)
1534
0
        return;
1535
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1536
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1537
0
    IM_UNUSED(native_keycode);  // Yet unused
1538
0
    IM_UNUSED(native_scancode); // Yet unused
1539
1540
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1541
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1542
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1543
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1544
        return;
1545
    KeyMap[legacy_key] = key;
1546
    KeyMap[key] = legacy_key;
1547
#else
1548
0
    IM_UNUSED(key);
1549
0
    IM_UNUSED(native_legacy_index);
1550
0
#endif
1551
0
}
1552
1553
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1554
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1555
0
{
1556
0
    AppAcceptingEvents = accepting_events;
1557
0
}
1558
1559
// Queue a mouse move event
1560
void ImGuiIO::AddMousePosEvent(float x, float y)
1561
3.58k
{
1562
3.58k
    IM_ASSERT(Ctx != NULL);
1563
3.58k
    ImGuiContext& g = *Ctx;
1564
3.58k
    if (!AppAcceptingEvents)
1565
0
        return;
1566
1567
    // Apply same flooring as UpdateMouseInputs()
1568
3.58k
    ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
1569
1570
    // Filter duplicate
1571
3.58k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1572
3.58k
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1573
3.58k
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1574
653
        return;
1575
1576
2.92k
    ImGuiInputEvent e;
1577
2.92k
    e.Type = ImGuiInputEventType_MousePos;
1578
2.92k
    e.Source = ImGuiInputSource_Mouse;
1579
2.92k
    e.EventId = g.InputEventsNextEventId++;
1580
2.92k
    e.MousePos.PosX = pos.x;
1581
2.92k
    e.MousePos.PosY = pos.y;
1582
2.92k
    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1583
2.92k
    g.InputEventsQueue.push_back(e);
1584
2.92k
}
1585
1586
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1587
4.51k
{
1588
4.51k
    IM_ASSERT(Ctx != NULL);
1589
4.51k
    ImGuiContext& g = *Ctx;
1590
4.51k
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1591
4.51k
    if (!AppAcceptingEvents)
1592
0
        return;
1593
1594
    // Filter duplicate
1595
4.51k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1596
4.51k
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1597
4.51k
    if (latest_button_down == down)
1598
857
        return;
1599
1600
3.65k
    ImGuiInputEvent e;
1601
3.65k
    e.Type = ImGuiInputEventType_MouseButton;
1602
3.65k
    e.Source = ImGuiInputSource_Mouse;
1603
3.65k
    e.EventId = g.InputEventsNextEventId++;
1604
3.65k
    e.MouseButton.Button = mouse_button;
1605
3.65k
    e.MouseButton.Down = down;
1606
3.65k
    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1607
3.65k
    g.InputEventsQueue.push_back(e);
1608
3.65k
}
1609
1610
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1611
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1612
2.03k
{
1613
2.03k
    IM_ASSERT(Ctx != NULL);
1614
2.03k
    ImGuiContext& g = *Ctx;
1615
1616
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1617
2.03k
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1618
41
        return;
1619
1620
1.99k
    ImGuiInputEvent e;
1621
1.99k
    e.Type = ImGuiInputEventType_MouseWheel;
1622
1.99k
    e.Source = ImGuiInputSource_Mouse;
1623
1.99k
    e.EventId = g.InputEventsNextEventId++;
1624
1.99k
    e.MouseWheel.WheelX = wheel_x;
1625
1.99k
    e.MouseWheel.WheelY = wheel_y;
1626
1.99k
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1627
1.99k
    g.InputEventsQueue.push_back(e);
1628
1.99k
}
1629
1630
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1631
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1632
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1633
0
{
1634
0
    IM_ASSERT(Ctx != NULL);
1635
0
    ImGuiContext& g = *Ctx;
1636
0
    g.InputEventsNextMouseSource = source;
1637
0
}
1638
1639
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1640
0
{
1641
0
    IM_ASSERT(Ctx != NULL);
1642
0
    ImGuiContext& g = *Ctx;
1643
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1644
0
    if (!AppAcceptingEvents)
1645
0
        return;
1646
1647
    // Filter duplicate
1648
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1649
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1650
0
    if (latest_viewport_id == viewport_id)
1651
0
        return;
1652
1653
0
    ImGuiInputEvent e;
1654
0
    e.Type = ImGuiInputEventType_MouseViewport;
1655
0
    e.Source = ImGuiInputSource_Mouse;
1656
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1657
0
    g.InputEventsQueue.push_back(e);
1658
0
}
1659
1660
void ImGuiIO::AddFocusEvent(bool focused)
1661
892
{
1662
892
    IM_ASSERT(Ctx != NULL);
1663
892
    ImGuiContext& g = *Ctx;
1664
1665
    // Filter duplicate
1666
892
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1667
892
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1668
892
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1669
275
        return;
1670
1671
617
    ImGuiInputEvent e;
1672
617
    e.Type = ImGuiInputEventType_Focus;
1673
617
    e.EventId = g.InputEventsNextEventId++;
1674
617
    e.AppFocused.Focused = focused;
1675
617
    g.InputEventsQueue.push_back(e);
1676
617
}
1677
1678
//-----------------------------------------------------------------------------
1679
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1680
//-----------------------------------------------------------------------------
1681
1682
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1683
0
{
1684
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1685
0
    ImVec2 p_last = p1;
1686
0
    ImVec2 p_closest;
1687
0
    float p_closest_dist2 = FLT_MAX;
1688
0
    float t_step = 1.0f / (float)num_segments;
1689
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1690
0
    {
1691
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1692
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1693
0
        float dist2 = ImLengthSqr(p - p_line);
1694
0
        if (dist2 < p_closest_dist2)
1695
0
        {
1696
0
            p_closest = p_line;
1697
0
            p_closest_dist2 = dist2;
1698
0
        }
1699
0
        p_last = p_current;
1700
0
    }
1701
0
    return p_closest;
1702
0
}
1703
1704
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1705
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1706
0
{
1707
0
    float dx = x4 - x1;
1708
0
    float dy = y4 - y1;
1709
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1710
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1711
0
    d2 = (d2 >= 0) ? d2 : -d2;
1712
0
    d3 = (d3 >= 0) ? d3 : -d3;
1713
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1714
0
    {
1715
0
        ImVec2 p_current(x4, y4);
1716
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1717
0
        float dist2 = ImLengthSqr(p - p_line);
1718
0
        if (dist2 < p_closest_dist2)
1719
0
        {
1720
0
            p_closest = p_line;
1721
0
            p_closest_dist2 = dist2;
1722
0
        }
1723
0
        p_last = p_current;
1724
0
    }
1725
0
    else if (level < 10)
1726
0
    {
1727
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1728
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1729
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1730
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1731
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1732
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1733
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1734
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1735
0
    }
1736
0
}
1737
1738
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1739
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1740
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1741
0
{
1742
0
    IM_ASSERT(tess_tol > 0.0f);
1743
0
    ImVec2 p_last = p1;
1744
0
    ImVec2 p_closest;
1745
0
    float p_closest_dist2 = FLT_MAX;
1746
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1747
0
    return p_closest;
1748
0
}
1749
1750
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1751
0
{
1752
0
    ImVec2 ap = p - a;
1753
0
    ImVec2 ab_dir = b - a;
1754
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1755
0
    if (dot < 0.0f)
1756
0
        return a;
1757
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1758
0
    if (dot > ab_len_sqr)
1759
0
        return b;
1760
0
    return a + ab_dir * dot / ab_len_sqr;
1761
0
}
1762
1763
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1764
0
{
1765
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1766
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1767
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1768
0
    return ((b1 == b2) && (b2 == b3));
1769
0
}
1770
1771
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1772
0
{
1773
0
    ImVec2 v0 = b - a;
1774
0
    ImVec2 v1 = c - a;
1775
0
    ImVec2 v2 = p - a;
1776
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1777
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1778
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1779
0
    out_u = 1.0f - out_v - out_w;
1780
0
}
1781
1782
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1783
0
{
1784
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1785
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1786
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1787
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1788
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1789
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1790
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1791
0
    if (m == dist2_ab)
1792
0
        return proj_ab;
1793
0
    if (m == dist2_bc)
1794
0
        return proj_bc;
1795
0
    return proj_ca;
1796
0
}
1797
1798
//-----------------------------------------------------------------------------
1799
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1800
//-----------------------------------------------------------------------------
1801
1802
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1803
int ImStricmp(const char* str1, const char* str2)
1804
0
{
1805
0
    int d;
1806
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1807
0
    return d;
1808
0
}
1809
1810
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1811
0
{
1812
0
    int d = 0;
1813
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1814
0
    return d;
1815
0
}
1816
1817
void ImStrncpy(char* dst, const char* src, size_t count)
1818
2
{
1819
2
    if (count < 1)
1820
0
        return;
1821
2
    if (count > 1)
1822
2
        strncpy(dst, src, count - 1);
1823
2
    dst[count - 1] = 0;
1824
2
}
1825
1826
char* ImStrdup(const char* str)
1827
3
{
1828
3
    size_t len = strlen(str);
1829
3
    void* buf = IM_ALLOC(len + 1);
1830
3
    return (char*)memcpy(buf, (const void*)str, len + 1);
1831
3
}
1832
1833
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1834
0
{
1835
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1836
0
    size_t src_size = strlen(src) + 1;
1837
0
    if (dst_buf_size < src_size)
1838
0
    {
1839
0
        IM_FREE(dst);
1840
0
        dst = (char*)IM_ALLOC(src_size);
1841
0
        if (p_dst_size)
1842
0
            *p_dst_size = src_size;
1843
0
    }
1844
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1845
0
}
1846
1847
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1848
0
{
1849
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1850
0
    return p;
1851
0
}
1852
1853
int ImStrlenW(const ImWchar* str)
1854
0
{
1855
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1856
0
    int n = 0;
1857
0
    while (*str++) n++;
1858
0
    return n;
1859
0
}
1860
1861
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1862
const char* ImStreolRange(const char* str, const char* str_end)
1863
0
{
1864
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1865
0
    return p ? p : str_end;
1866
0
}
1867
1868
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1869
0
{
1870
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1871
0
        buf_mid_line--;
1872
0
    return buf_mid_line;
1873
0
}
1874
1875
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1876
0
{
1877
0
    if (!needle_end)
1878
0
        needle_end = needle + strlen(needle);
1879
1880
0
    const char un0 = (char)ImToUpper(*needle);
1881
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1882
0
    {
1883
0
        if (ImToUpper(*haystack) == un0)
1884
0
        {
1885
0
            const char* b = needle + 1;
1886
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1887
0
                if (ImToUpper(*a) != ImToUpper(*b))
1888
0
                    break;
1889
0
            if (b == needle_end)
1890
0
                return haystack;
1891
0
        }
1892
0
        haystack++;
1893
0
    }
1894
0
    return NULL;
1895
0
}
1896
1897
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1898
void ImStrTrimBlanks(char* buf)
1899
0
{
1900
0
    char* p = buf;
1901
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1902
0
        p++;
1903
0
    char* p_start = p;
1904
0
    while (*p != 0)                         // Find end of string
1905
0
        p++;
1906
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1907
0
        p--;
1908
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1909
0
        memmove(buf, p_start, p - p_start);
1910
0
    buf[p - p_start] = 0;                   // Zero terminate
1911
0
}
1912
1913
const char* ImStrSkipBlank(const char* str)
1914
0
{
1915
0
    while (str[0] == ' ' || str[0] == '\t')
1916
0
        str++;
1917
0
    return str;
1918
0
}
1919
1920
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1921
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1922
// B) When buf==NULL vsnprintf() will return the output size.
1923
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1924
1925
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1926
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1927
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1928
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1929
#ifdef IMGUI_USE_STB_SPRINTF
1930
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
1931
#define STB_SPRINTF_IMPLEMENTATION
1932
#endif
1933
#ifdef IMGUI_STB_SPRINTF_FILENAME
1934
#include IMGUI_STB_SPRINTF_FILENAME
1935
#else
1936
#include "stb_sprintf.h"
1937
#endif
1938
#endif // #ifdef IMGUI_USE_STB_SPRINTF
1939
1940
#if defined(_MSC_VER) && !defined(vsnprintf)
1941
#define vsnprintf _vsnprintf
1942
#endif
1943
1944
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1945
1
{
1946
1
    va_list args;
1947
1
    va_start(args, fmt);
1948
#ifdef IMGUI_USE_STB_SPRINTF
1949
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1950
#else
1951
1
    int w = vsnprintf(buf, buf_size, fmt, args);
1952
1
#endif
1953
1
    va_end(args);
1954
1
    if (buf == NULL)
1955
0
        return w;
1956
1
    if (w == -1 || w >= (int)buf_size)
1957
0
        w = (int)buf_size - 1;
1958
1
    buf[w] = 0;
1959
1
    return w;
1960
1
}
1961
1962
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1963
47.3k
{
1964
#ifdef IMGUI_USE_STB_SPRINTF
1965
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1966
#else
1967
47.3k
    int w = vsnprintf(buf, buf_size, fmt, args);
1968
47.3k
#endif
1969
47.3k
    if (buf == NULL)
1970
0
        return w;
1971
47.3k
    if (w == -1 || w >= (int)buf_size)
1972
0
        w = (int)buf_size - 1;
1973
47.3k
    buf[w] = 0;
1974
47.3k
    return w;
1975
47.3k
}
1976
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1977
1978
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1979
47.3k
{
1980
47.3k
    ImGuiContext& g = *GImGui;
1981
47.3k
    va_list args;
1982
47.3k
    va_start(args, fmt);
1983
47.3k
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1984
0
    {
1985
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1986
0
        *out_buf = buf;
1987
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1988
0
    }
1989
47.3k
    else
1990
47.3k
    {
1991
47.3k
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1992
47.3k
        *out_buf = g.TempBuffer.Data;
1993
47.3k
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1994
47.3k
    }
1995
47.3k
    va_end(args);
1996
47.3k
}
1997
1998
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
1999
0
{
2000
0
    ImGuiContext& g = *GImGui;
2001
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2002
0
    {
2003
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2004
0
        *out_buf = buf;
2005
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2006
0
    }
2007
0
    else
2008
0
    {
2009
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2010
0
        *out_buf = g.TempBuffer.Data;
2011
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2012
0
    }
2013
0
}
2014
2015
// CRC32 needs a 1KB lookup table (not cache friendly)
2016
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2017
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2018
static const ImU32 GCrc32LookupTable[256] =
2019
{
2020
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2021
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2022
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2023
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2024
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2025
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2026
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2027
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2028
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2029
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2030
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2031
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2032
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2033
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2034
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2035
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2036
};
2037
2038
// Known size hash
2039
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2040
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2041
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2042
47.3k
{
2043
47.3k
    ImU32 crc = ~seed;
2044
47.3k
    const unsigned char* data = (const unsigned char*)data_p;
2045
47.3k
    const ImU32* crc32_lut = GCrc32LookupTable;
2046
236k
    while (data_size-- != 0)
2047
189k
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2048
47.3k
    return ~crc;
2049
47.3k
}
2050
2051
// Zero-terminated string hash, with support for ### to reset back to seed value
2052
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2053
// Because this syntax is rarely used we are optimizing for the common case.
2054
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2055
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2056
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2057
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2058
484k
{
2059
484k
    seed = ~seed;
2060
484k
    ImU32 crc = seed;
2061
484k
    const unsigned char* data = (const unsigned char*)data_p;
2062
484k
    const ImU32* crc32_lut = GCrc32LookupTable;
2063
484k
    if (data_size != 0)
2064
0
    {
2065
0
        while (data_size-- != 0)
2066
0
        {
2067
0
            unsigned char c = *data++;
2068
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2069
0
                crc = seed;
2070
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2071
0
        }
2072
0
    }
2073
484k
    else
2074
484k
    {
2075
6.70M
        while (unsigned char c = *data++)
2076
6.22M
        {
2077
6.22M
            if (c == '#' && data[0] == '#' && data[1] == '#')
2078
48.4k
                crc = seed;
2079
6.22M
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2080
6.22M
        }
2081
484k
    }
2082
484k
    return ~crc;
2083
484k
}
2084
2085
//-----------------------------------------------------------------------------
2086
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2087
//-----------------------------------------------------------------------------
2088
2089
// Default file functions
2090
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2091
2092
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2093
0
{
2094
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2095
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2096
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2097
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2098
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2099
    ImVector<wchar_t> buf;
2100
    buf.resize(filename_wsize + mode_wsize);
2101
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2102
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2103
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2104
#else
2105
0
    return fopen(filename, mode);
2106
0
#endif
2107
0
}
2108
2109
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2110
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2111
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2112
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2113
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2114
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2115
2116
// Helper: Load file content into memory
2117
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2118
// This can't really be used with "rt" because fseek size won't match read size.
2119
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2120
0
{
2121
0
    IM_ASSERT(filename && mode);
2122
0
    if (out_file_size)
2123
0
        *out_file_size = 0;
2124
2125
0
    ImFileHandle f;
2126
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2127
0
        return NULL;
2128
2129
0
    size_t file_size = (size_t)ImFileGetSize(f);
2130
0
    if (file_size == (size_t)-1)
2131
0
    {
2132
0
        ImFileClose(f);
2133
0
        return NULL;
2134
0
    }
2135
2136
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2137
0
    if (file_data == NULL)
2138
0
    {
2139
0
        ImFileClose(f);
2140
0
        return NULL;
2141
0
    }
2142
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2143
0
    {
2144
0
        ImFileClose(f);
2145
0
        IM_FREE(file_data);
2146
0
        return NULL;
2147
0
    }
2148
0
    if (padding_bytes > 0)
2149
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2150
2151
0
    ImFileClose(f);
2152
0
    if (out_file_size)
2153
0
        *out_file_size = file_size;
2154
2155
0
    return file_data;
2156
0
}
2157
2158
//-----------------------------------------------------------------------------
2159
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2160
//-----------------------------------------------------------------------------
2161
2162
IM_MSVC_RUNTIME_CHECKS_OFF
2163
2164
// Convert UTF-8 to 32-bit character, process single character input.
2165
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2166
// We handle UTF-8 decoding error by skipping forward.
2167
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2168
988k
{
2169
988k
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2170
988k
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2171
988k
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2172
988k
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2173
988k
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2174
988k
    int len = lengths[*(const unsigned char*)in_text >> 3];
2175
988k
    int wanted = len + (len ? 0 : 1);
2176
2177
988k
    if (in_text_end == NULL)
2178
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2179
2180
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2181
    // so it is fast even with excessive branching.
2182
988k
    unsigned char s[4];
2183
988k
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2184
988k
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2185
988k
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2186
988k
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2187
2188
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2189
988k
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2190
988k
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2191
988k
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2192
988k
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2193
988k
    *out_char >>= shiftc[len];
2194
2195
    // Accumulate the various error conditions.
2196
988k
    int e = 0;
2197
988k
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2198
988k
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2199
988k
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2200
988k
    e |= (s[1] & 0xc0) >> 2;
2201
988k
    e |= (s[2] & 0xc0) >> 4;
2202
988k
    e |= (s[3]       ) >> 6;
2203
988k
    e ^= 0x2a; // top two bits of each tail byte correct?
2204
988k
    e >>= shifte[len];
2205
2206
988k
    if (e)
2207
91.9k
    {
2208
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2209
        // One byte is consumed in case of invalid first byte of in_text.
2210
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2211
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2212
91.9k
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2213
91.9k
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2214
91.9k
    }
2215
2216
988k
    return wanted;
2217
988k
}
2218
2219
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2220
0
{
2221
0
    ImWchar* buf_out = buf;
2222
0
    ImWchar* buf_end = buf + buf_size;
2223
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2224
0
    {
2225
0
        unsigned int c;
2226
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2227
0
        *buf_out++ = (ImWchar)c;
2228
0
    }
2229
0
    *buf_out = 0;
2230
0
    if (in_text_remaining)
2231
0
        *in_text_remaining = in_text;
2232
0
    return (int)(buf_out - buf);
2233
0
}
2234
2235
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2236
0
{
2237
0
    int char_count = 0;
2238
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2239
0
    {
2240
0
        unsigned int c;
2241
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2242
0
        char_count++;
2243
0
    }
2244
0
    return char_count;
2245
0
}
2246
2247
// Based on stb_to_utf8() from github.com/nothings/stb/
2248
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2249
0
{
2250
0
    if (c < 0x80)
2251
0
    {
2252
0
        buf[0] = (char)c;
2253
0
        return 1;
2254
0
    }
2255
0
    if (c < 0x800)
2256
0
    {
2257
0
        if (buf_size < 2) return 0;
2258
0
        buf[0] = (char)(0xc0 + (c >> 6));
2259
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2260
0
        return 2;
2261
0
    }
2262
0
    if (c < 0x10000)
2263
0
    {
2264
0
        if (buf_size < 3) return 0;
2265
0
        buf[0] = (char)(0xe0 + (c >> 12));
2266
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2267
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2268
0
        return 3;
2269
0
    }
2270
0
    if (c <= 0x10FFFF)
2271
0
    {
2272
0
        if (buf_size < 4) return 0;
2273
0
        buf[0] = (char)(0xf0 + (c >> 18));
2274
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2275
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2276
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2277
0
        return 4;
2278
0
    }
2279
    // Invalid code point, the max unicode is 0x10FFFF
2280
0
    return 0;
2281
0
}
2282
2283
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2284
0
{
2285
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2286
0
    out_buf[count] = 0;
2287
0
    return out_buf;
2288
0
}
2289
2290
// Not optimal but we very rarely use this function.
2291
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2292
0
{
2293
0
    unsigned int unused = 0;
2294
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2295
0
}
2296
2297
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2298
0
{
2299
0
    if (c < 0x80) return 1;
2300
0
    if (c < 0x800) return 2;
2301
0
    if (c < 0x10000) return 3;
2302
0
    if (c <= 0x10FFFF) return 4;
2303
0
    return 3;
2304
0
}
2305
2306
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2307
0
{
2308
0
    char* buf_p = out_buf;
2309
0
    const char* buf_end = out_buf + out_buf_size;
2310
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2311
0
    {
2312
0
        unsigned int c = (unsigned int)(*in_text++);
2313
0
        if (c < 0x80)
2314
0
            *buf_p++ = (char)c;
2315
0
        else
2316
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2317
0
    }
2318
0
    *buf_p = 0;
2319
0
    return (int)(buf_p - out_buf);
2320
0
}
2321
2322
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2323
0
{
2324
0
    int bytes_count = 0;
2325
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2326
0
    {
2327
0
        unsigned int c = (unsigned int)(*in_text++);
2328
0
        if (c < 0x80)
2329
0
            bytes_count++;
2330
0
        else
2331
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2332
0
    }
2333
0
    return bytes_count;
2334
0
}
2335
2336
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2337
0
{
2338
0
    while (in_text_curr > in_text_start)
2339
0
    {
2340
0
        in_text_curr--;
2341
0
        if ((*in_text_curr & 0xC0) != 0x80)
2342
0
            return in_text_curr;
2343
0
    }
2344
0
    return in_text_start;
2345
0
}
2346
2347
IM_MSVC_RUNTIME_CHECKS_RESTORE
2348
2349
//-----------------------------------------------------------------------------
2350
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2351
// Note: The Convert functions are early design which are not consistent with other API.
2352
//-----------------------------------------------------------------------------
2353
2354
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2355
0
{
2356
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2357
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2358
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2359
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2360
0
    return IM_COL32(r, g, b, 0xFF);
2361
0
}
2362
2363
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2364
178k
{
2365
178k
    float s = 1.0f / 255.0f;
2366
178k
    return ImVec4(
2367
178k
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2368
178k
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2369
178k
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2370
178k
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2371
178k
}
2372
2373
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2374
940k
{
2375
940k
    ImU32 out;
2376
940k
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2377
940k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2378
940k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2379
940k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2380
940k
    return out;
2381
940k
}
2382
2383
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2384
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2385
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2386
0
{
2387
0
    float K = 0.f;
2388
0
    if (g < b)
2389
0
    {
2390
0
        ImSwap(g, b);
2391
0
        K = -1.f;
2392
0
    }
2393
0
    if (r < g)
2394
0
    {
2395
0
        ImSwap(r, g);
2396
0
        K = -2.f / 6.f - K;
2397
0
    }
2398
2399
0
    const float chroma = r - (g < b ? g : b);
2400
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2401
0
    out_s = chroma / (r + 1e-20f);
2402
0
    out_v = r;
2403
0
}
2404
2405
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2406
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2407
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2408
0
{
2409
0
    if (s == 0.0f)
2410
0
    {
2411
        // gray
2412
0
        out_r = out_g = out_b = v;
2413
0
        return;
2414
0
    }
2415
2416
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2417
0
    int   i = (int)h;
2418
0
    float f = h - (float)i;
2419
0
    float p = v * (1.0f - s);
2420
0
    float q = v * (1.0f - s * f);
2421
0
    float t = v * (1.0f - s * (1.0f - f));
2422
2423
0
    switch (i)
2424
0
    {
2425
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2426
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2427
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2428
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2429
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2430
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2431
0
    }
2432
0
}
2433
2434
//-----------------------------------------------------------------------------
2435
// [SECTION] ImGuiStorage
2436
// Helper: Key->value storage
2437
//-----------------------------------------------------------------------------
2438
2439
// std::lower_bound but without the bullshit
2440
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2441
144k
{
2442
144k
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2443
144k
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2444
144k
    size_t count = (size_t)(last - first);
2445
432k
    while (count > 0)
2446
288k
    {
2447
288k
        size_t count2 = count >> 1;
2448
288k
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2449
288k
        if (mid->key < key)
2450
95.7k
        {
2451
95.7k
            first = ++mid;
2452
95.7k
            count -= count2 + 1;
2453
95.7k
        }
2454
192k
        else
2455
192k
        {
2456
192k
            count = count2;
2457
192k
        }
2458
288k
    }
2459
144k
    return first;
2460
144k
}
2461
2462
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2463
void ImGuiStorage::BuildSortByKey()
2464
0
{
2465
0
    struct StaticFunc
2466
0
    {
2467
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2468
0
        {
2469
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2470
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2471
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2472
0
            return 0;
2473
0
        }
2474
0
    };
2475
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2476
0
}
2477
2478
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2479
0
{
2480
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2481
0
    if (it == Data.end() || it->key != key)
2482
0
        return default_val;
2483
0
    return it->val_i;
2484
0
}
2485
2486
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2487
0
{
2488
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2489
0
}
2490
2491
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2492
0
{
2493
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2494
0
    if (it == Data.end() || it->key != key)
2495
0
        return default_val;
2496
0
    return it->val_f;
2497
0
}
2498
2499
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2500
144k
{
2501
144k
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2502
144k
    if (it == Data.end() || it->key != key)
2503
3
        return NULL;
2504
144k
    return it->val_p;
2505
144k
}
2506
2507
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2508
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2509
0
{
2510
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2511
0
    if (it == Data.end() || it->key != key)
2512
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2513
0
    return &it->val_i;
2514
0
}
2515
2516
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2517
0
{
2518
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2519
0
}
2520
2521
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2522
0
{
2523
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2524
0
    if (it == Data.end() || it->key != key)
2525
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2526
0
    return &it->val_f;
2527
0
}
2528
2529
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2530
0
{
2531
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2532
0
    if (it == Data.end() || it->key != key)
2533
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2534
0
    return &it->val_p;
2535
0
}
2536
2537
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2538
void ImGuiStorage::SetInt(ImGuiID key, int val)
2539
0
{
2540
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2541
0
    if (it == Data.end() || it->key != key)
2542
0
    {
2543
0
        Data.insert(it, ImGuiStoragePair(key, val));
2544
0
        return;
2545
0
    }
2546
0
    it->val_i = val;
2547
0
}
2548
2549
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2550
0
{
2551
0
    SetInt(key, val ? 1 : 0);
2552
0
}
2553
2554
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2555
0
{
2556
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2557
0
    if (it == Data.end() || it->key != key)
2558
0
    {
2559
0
        Data.insert(it, ImGuiStoragePair(key, val));
2560
0
        return;
2561
0
    }
2562
0
    it->val_f = val;
2563
0
}
2564
2565
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2566
3
{
2567
3
    ImGuiStoragePair* it = LowerBound(Data, key);
2568
3
    if (it == Data.end() || it->key != key)
2569
3
    {
2570
3
        Data.insert(it, ImGuiStoragePair(key, val));
2571
3
        return;
2572
3
    }
2573
0
    it->val_p = val;
2574
0
}
2575
2576
void ImGuiStorage::SetAllInt(int v)
2577
0
{
2578
0
    for (int i = 0; i < Data.Size; i++)
2579
0
        Data[i].val_i = v;
2580
0
}
2581
2582
//-----------------------------------------------------------------------------
2583
// [SECTION] ImGuiTextFilter
2584
//-----------------------------------------------------------------------------
2585
2586
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2587
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2588
0
{
2589
0
    InputBuf[0] = 0;
2590
0
    CountGrep = 0;
2591
0
    if (default_filter)
2592
0
    {
2593
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2594
0
        Build();
2595
0
    }
2596
0
}
2597
2598
bool ImGuiTextFilter::Draw(const char* label, float width)
2599
0
{
2600
0
    if (width != 0.0f)
2601
0
        ImGui::SetNextItemWidth(width);
2602
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2603
0
    if (value_changed)
2604
0
        Build();
2605
0
    return value_changed;
2606
0
}
2607
2608
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2609
0
{
2610
0
    out->resize(0);
2611
0
    const char* wb = b;
2612
0
    const char* we = wb;
2613
0
    while (we < e)
2614
0
    {
2615
0
        if (*we == separator)
2616
0
        {
2617
0
            out->push_back(ImGuiTextRange(wb, we));
2618
0
            wb = we + 1;
2619
0
        }
2620
0
        we++;
2621
0
    }
2622
0
    if (wb != we)
2623
0
        out->push_back(ImGuiTextRange(wb, we));
2624
0
}
2625
2626
void ImGuiTextFilter::Build()
2627
0
{
2628
0
    Filters.resize(0);
2629
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2630
0
    input_range.split(',', &Filters);
2631
2632
0
    CountGrep = 0;
2633
0
    for (ImGuiTextRange& f : Filters)
2634
0
    {
2635
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2636
0
            f.b++;
2637
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2638
0
            f.e--;
2639
0
        if (f.empty())
2640
0
            continue;
2641
0
        if (f.b[0] != '-')
2642
0
            CountGrep += 1;
2643
0
    }
2644
0
}
2645
2646
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2647
0
{
2648
0
    if (Filters.empty())
2649
0
        return true;
2650
2651
0
    if (text == NULL)
2652
0
        text = "";
2653
2654
0
    for (const ImGuiTextRange& f : Filters)
2655
0
    {
2656
0
        if (f.empty())
2657
0
            continue;
2658
0
        if (f.b[0] == '-')
2659
0
        {
2660
            // Subtract
2661
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2662
0
                return false;
2663
0
        }
2664
0
        else
2665
0
        {
2666
            // Grep
2667
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2668
0
                return true;
2669
0
        }
2670
0
    }
2671
2672
    // Implicit * grep
2673
0
    if (CountGrep == 0)
2674
0
        return true;
2675
2676
0
    return false;
2677
0
}
2678
2679
//-----------------------------------------------------------------------------
2680
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2681
//-----------------------------------------------------------------------------
2682
2683
// On some platform vsnprintf() takes va_list by reference and modifies it.
2684
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2685
#ifndef va_copy
2686
#if defined(__GNUC__) || defined(__clang__)
2687
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2688
#else
2689
#define va_copy(dest, src) (dest = src)
2690
#endif
2691
#endif
2692
2693
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2694
2695
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2696
0
{
2697
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2698
2699
    // Add zero-terminator the first time
2700
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2701
0
    const int needed_sz = write_off + len;
2702
0
    if (write_off + len >= Buf.Capacity)
2703
0
    {
2704
0
        int new_capacity = Buf.Capacity * 2;
2705
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2706
0
    }
2707
2708
0
    Buf.resize(needed_sz);
2709
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2710
0
    Buf[write_off - 1 + len] = 0;
2711
0
}
2712
2713
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2714
0
{
2715
0
    va_list args;
2716
0
    va_start(args, fmt);
2717
0
    appendfv(fmt, args);
2718
0
    va_end(args);
2719
0
}
2720
2721
// Helper: Text buffer for logging/accumulating text
2722
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2723
0
{
2724
0
    va_list args_copy;
2725
0
    va_copy(args_copy, args);
2726
2727
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2728
0
    if (len <= 0)
2729
0
    {
2730
0
        va_end(args_copy);
2731
0
        return;
2732
0
    }
2733
2734
    // Add zero-terminator the first time
2735
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2736
0
    const int needed_sz = write_off + len;
2737
0
    if (write_off + len >= Buf.Capacity)
2738
0
    {
2739
0
        int new_capacity = Buf.Capacity * 2;
2740
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2741
0
    }
2742
2743
0
    Buf.resize(needed_sz);
2744
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2745
0
    va_end(args_copy);
2746
0
}
2747
2748
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2749
0
{
2750
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2751
0
    if (old_size == new_size)
2752
0
        return;
2753
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2754
0
        LineOffsets.push_back(EndOffset);
2755
0
    const char* base_end = base + new_size;
2756
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2757
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2758
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2759
0
    EndOffset = ImMax(EndOffset, new_size);
2760
0
}
2761
2762
//-----------------------------------------------------------------------------
2763
// [SECTION] ImGuiListClipper
2764
//-----------------------------------------------------------------------------
2765
2766
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2767
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2768
static bool GetSkipItemForListClipping()
2769
0
{
2770
0
    ImGuiContext& g = *GImGui;
2771
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2772
0
}
2773
2774
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2775
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2776
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2777
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2778
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2779
{
2780
    ImGuiContext& g = *GImGui;
2781
    ImGuiWindow* window = g.CurrentWindow;
2782
    if (g.LogEnabled)
2783
    {
2784
        // If logging is active, do not perform any clipping
2785
        *out_items_display_start = 0;
2786
        *out_items_display_end = items_count;
2787
        return;
2788
    }
2789
    if (GetSkipItemForListClipping())
2790
    {
2791
        *out_items_display_start = *out_items_display_end = 0;
2792
        return;
2793
    }
2794
2795
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2796
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2797
    ImRect rect = window->ClipRect;
2798
    if (g.NavMoveScoringItems)
2799
        rect.Add(g.NavScoringNoClipRect);
2800
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2801
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2802
2803
    const ImVec2 pos = window->DC.CursorPos;
2804
    int start = (int)((rect.Min.y - pos.y) / items_height);
2805
    int end = (int)((rect.Max.y - pos.y) / items_height);
2806
2807
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2808
    // FIXME: Verify this works with tabbing
2809
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2810
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2811
        start--;
2812
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2813
        end++;
2814
2815
    start = ImClamp(start, 0, items_count);
2816
    end = ImClamp(end + 1, start, items_count);
2817
    *out_items_display_start = start;
2818
    *out_items_display_end = end;
2819
}
2820
#endif
2821
2822
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2823
0
{
2824
0
    if (ranges.Size - offset <= 1)
2825
0
        return;
2826
2827
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2828
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2829
0
        for (int i = offset; i < sort_end + offset; ++i)
2830
0
            if (ranges[i].Min > ranges[i + 1].Min)
2831
0
                ImSwap(ranges[i], ranges[i + 1]);
2832
2833
    // Now fuse ranges together as much as possible.
2834
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2835
0
    {
2836
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2837
0
        if (ranges[i - 1].Max < ranges[i].Min)
2838
0
            continue;
2839
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2840
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2841
0
        ranges.erase(ranges.Data + i);
2842
0
        i--;
2843
0
    }
2844
0
}
2845
2846
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2847
0
{
2848
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2849
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2850
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2851
0
    ImGuiContext& g = *GImGui;
2852
0
    ImGuiWindow* window = g.CurrentWindow;
2853
0
    float off_y = pos_y - window->DC.CursorPos.y;
2854
0
    window->DC.CursorPos.y = pos_y;
2855
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2856
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2857
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2858
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2859
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2860
0
    if (ImGuiTable* table = g.CurrentTable)
2861
0
    {
2862
0
        if (table->IsInsideRow)
2863
0
            ImGui::TableEndRow(table);
2864
0
        table->RowPosY2 = window->DC.CursorPos.y;
2865
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2866
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2867
0
        table->RowBgColorCounter += row_increase;
2868
0
    }
2869
0
}
2870
2871
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2872
0
{
2873
    // StartPosY starts from ItemsFrozen hence the subtraction
2874
    // Perform the add and multiply with double to allow seeking through larger ranges
2875
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2876
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2877
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2878
0
}
2879
2880
ImGuiListClipper::ImGuiListClipper()
2881
0
{
2882
0
    memset(this, 0, sizeof(*this));
2883
0
}
2884
2885
ImGuiListClipper::~ImGuiListClipper()
2886
0
{
2887
0
    End();
2888
0
}
2889
2890
void ImGuiListClipper::Begin(int items_count, float items_height)
2891
0
{
2892
0
    if (Ctx == NULL)
2893
0
        Ctx = ImGui::GetCurrentContext();
2894
2895
0
    ImGuiContext& g = *Ctx;
2896
0
    ImGuiWindow* window = g.CurrentWindow;
2897
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2898
2899
0
    if (ImGuiTable* table = g.CurrentTable)
2900
0
        if (table->IsInsideRow)
2901
0
            ImGui::TableEndRow(table);
2902
2903
0
    StartPosY = window->DC.CursorPos.y;
2904
0
    ItemsHeight = items_height;
2905
0
    ItemsCount = items_count;
2906
0
    DisplayStart = -1;
2907
0
    DisplayEnd = 0;
2908
2909
    // Acquire temporary buffer
2910
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2911
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2912
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2913
0
    data->Reset(this);
2914
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2915
0
    TempData = data;
2916
0
}
2917
2918
void ImGuiListClipper::End()
2919
0
{
2920
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2921
0
    {
2922
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2923
0
        ImGuiContext& g = *Ctx;
2924
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2925
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2926
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2927
2928
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2929
0
        IM_ASSERT(data->ListClipper == this);
2930
0
        data->StepNo = data->Ranges.Size;
2931
0
        if (--g.ClipperTempDataStacked > 0)
2932
0
        {
2933
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2934
0
            data->ListClipper->TempData = data;
2935
0
        }
2936
0
        TempData = NULL;
2937
0
    }
2938
0
    ItemsCount = -1;
2939
0
}
2940
2941
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
2942
0
{
2943
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2944
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2945
0
    IM_ASSERT(item_begin <= item_end);
2946
0
    if (item_begin < item_end)
2947
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2948
0
}
2949
2950
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2951
0
{
2952
0
    ImGuiContext& g = *clipper->Ctx;
2953
0
    ImGuiWindow* window = g.CurrentWindow;
2954
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2955
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2956
2957
0
    ImGuiTable* table = g.CurrentTable;
2958
0
    if (table && table->IsInsideRow)
2959
0
        ImGui::TableEndRow(table);
2960
2961
    // No items
2962
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2963
0
        return false;
2964
2965
    // While we are in frozen row state, keep displaying items one by one, unclipped
2966
    // FIXME: Could be stored as a table-agnostic state.
2967
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2968
0
    {
2969
0
        clipper->DisplayStart = data->ItemsFrozen;
2970
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2971
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2972
0
            data->ItemsFrozen++;
2973
0
        return true;
2974
0
    }
2975
2976
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2977
0
    bool calc_clipping = false;
2978
0
    if (data->StepNo == 0)
2979
0
    {
2980
0
        clipper->StartPosY = window->DC.CursorPos.y;
2981
0
        if (clipper->ItemsHeight <= 0.0f)
2982
0
        {
2983
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2984
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2985
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2986
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2987
0
            data->StepNo = 1;
2988
0
            return true;
2989
0
        }
2990
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2991
0
    }
2992
2993
    // Step 1: Let the clipper infer height from first range
2994
0
    if (clipper->ItemsHeight <= 0.0f)
2995
0
    {
2996
0
        IM_ASSERT(data->StepNo == 1);
2997
0
        if (table)
2998
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2999
3000
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
3001
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
3002
0
        if (affected_by_floating_point_precision)
3003
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
3004
3005
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
3006
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
3007
0
    }
3008
3009
    // Step 0 or 1: Calculate the actual ranges of visible elements.
3010
0
    const int already_submitted = clipper->DisplayEnd;
3011
0
    if (calc_clipping)
3012
0
    {
3013
0
        if (g.LogEnabled)
3014
0
        {
3015
            // If logging is active, do not perform any clipping
3016
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
3017
0
        }
3018
0
        else
3019
0
        {
3020
            // Add range selected to be included for navigation
3021
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3022
0
            if (is_nav_request)
3023
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3024
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3025
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3026
3027
            // Add focused/active item
3028
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3029
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3030
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3031
3032
            // Add visible range
3033
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3034
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3035
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3036
0
        }
3037
3038
        // Convert position ranges to item index ranges
3039
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3040
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3041
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3042
0
        for (ImGuiListClipperRange& range : data->Ranges)
3043
0
            if (range.PosToIndexConvert)
3044
0
            {
3045
0
                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3046
0
                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3047
0
                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3048
0
                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3049
0
                range.PosToIndexConvert = false;
3050
0
            }
3051
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3052
0
    }
3053
3054
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3055
0
    while (data->StepNo < data->Ranges.Size)
3056
0
    {
3057
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3058
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3059
0
        if (clipper->DisplayStart > already_submitted) //-V1051
3060
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3061
0
        data->StepNo++;
3062
0
        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3063
0
            continue;
3064
0
        return true;
3065
0
    }
3066
3067
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3068
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3069
0
    if (clipper->ItemsCount < INT_MAX)
3070
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3071
3072
0
    return false;
3073
0
}
3074
3075
bool ImGuiListClipper::Step()
3076
0
{
3077
0
    ImGuiContext& g = *Ctx;
3078
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3079
0
    bool ret = ImGuiListClipper_StepInternal(this);
3080
0
    if (ret && (DisplayStart == DisplayEnd))
3081
0
        ret = false;
3082
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3083
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3084
0
    if (need_items_height && ItemsHeight > 0.0f)
3085
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3086
0
    if (ret)
3087
0
    {
3088
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3089
0
    }
3090
0
    else
3091
0
    {
3092
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3093
0
        End();
3094
0
    }
3095
0
    return ret;
3096
0
}
3097
3098
//-----------------------------------------------------------------------------
3099
// [SECTION] STYLING
3100
//-----------------------------------------------------------------------------
3101
3102
ImGuiStyle& ImGui::GetStyle()
3103
130k
{
3104
130k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3105
130k
    return GImGui->Style;
3106
130k
}
3107
3108
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3109
810k
{
3110
810k
    ImGuiStyle& style = GImGui->Style;
3111
810k
    ImVec4 c = style.Colors[idx];
3112
810k
    c.w *= style.Alpha * alpha_mul;
3113
810k
    return ColorConvertFloat4ToU32(c);
3114
810k
}
3115
3116
ImU32 ImGui::GetColorU32(const ImVec4& col)
3117
0
{
3118
0
    ImGuiStyle& style = GImGui->Style;
3119
0
    ImVec4 c = col;
3120
0
    c.w *= style.Alpha;
3121
0
    return ColorConvertFloat4ToU32(c);
3122
0
}
3123
3124
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3125
0
{
3126
0
    ImGuiStyle& style = GImGui->Style;
3127
0
    return style.Colors[idx];
3128
0
}
3129
3130
ImU32 ImGui::GetColorU32(ImU32 col)
3131
0
{
3132
0
    ImGuiStyle& style = GImGui->Style;
3133
0
    if (style.Alpha >= 1.0f)
3134
0
        return col;
3135
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3136
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3137
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3138
0
}
3139
3140
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3141
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3142
0
{
3143
0
    ImGuiContext& g = *GImGui;
3144
0
    ImGuiColorMod backup;
3145
0
    backup.Col = idx;
3146
0
    backup.BackupValue = g.Style.Colors[idx];
3147
0
    g.ColorStack.push_back(backup);
3148
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3149
0
}
3150
3151
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3152
48.4k
{
3153
48.4k
    ImGuiContext& g = *GImGui;
3154
48.4k
    ImGuiColorMod backup;
3155
48.4k
    backup.Col = idx;
3156
48.4k
    backup.BackupValue = g.Style.Colors[idx];
3157
48.4k
    g.ColorStack.push_back(backup);
3158
48.4k
    g.Style.Colors[idx] = col;
3159
48.4k
}
3160
3161
void ImGui::PopStyleColor(int count)
3162
48.4k
{
3163
48.4k
    ImGuiContext& g = *GImGui;
3164
48.4k
    if (g.ColorStack.Size < count)
3165
0
    {
3166
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3167
0
        count = g.ColorStack.Size;
3168
0
    }
3169
96.8k
    while (count > 0)
3170
48.4k
    {
3171
48.4k
        ImGuiColorMod& backup = g.ColorStack.back();
3172
48.4k
        g.Style.Colors[backup.Col] = backup.BackupValue;
3173
48.4k
        g.ColorStack.pop_back();
3174
48.4k
        count--;
3175
48.4k
    }
3176
48.4k
}
3177
3178
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3179
{
3180
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3181
};
3182
3183
static const ImGuiDataVarInfo GStyleVarInfo[] =
3184
{
3185
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
3186
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha
3187
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
3188
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
3189
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
3190
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
3191
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
3192
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
3193
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
3194
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
3195
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
3196
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
3197
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
3198
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
3199
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
3200
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
3201
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
3202
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding
3203
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
3204
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
3205
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
3206
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
3207
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
3208
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabBarBorderSize) },    // ImGuiStyleVar_TabBarBorderSize
3209
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
3210
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3211
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3212
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign
3213
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding
3214
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DockingSeparatorSize) },   // ImGuiStyleVar_DockingSeparatorSize
3215
};
3216
3217
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3218
96.8k
{
3219
96.8k
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3220
96.8k
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3221
96.8k
    return &GStyleVarInfo[idx];
3222
96.8k
}
3223
3224
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3225
0
{
3226
0
    ImGuiContext& g = *GImGui;
3227
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3228
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3229
0
    {
3230
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3231
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3232
0
        *pvar = val;
3233
0
        return;
3234
0
    }
3235
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3236
0
}
3237
3238
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3239
48.4k
{
3240
48.4k
    ImGuiContext& g = *GImGui;
3241
48.4k
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3242
48.4k
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3243
48.4k
    {
3244
48.4k
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3245
48.4k
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3246
48.4k
        *pvar = val;
3247
48.4k
        return;
3248
48.4k
    }
3249
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3250
0
}
3251
3252
void ImGui::PopStyleVar(int count)
3253
48.4k
{
3254
48.4k
    ImGuiContext& g = *GImGui;
3255
48.4k
    if (g.StyleVarStack.Size < count)
3256
0
    {
3257
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3258
0
        count = g.StyleVarStack.Size;
3259
0
    }
3260
96.8k
    while (count > 0)
3261
48.4k
    {
3262
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3263
48.4k
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3264
48.4k
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3265
48.4k
        void* data = info->GetVarPtr(&g.Style);
3266
48.4k
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3267
48.4k
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3268
48.4k
        g.StyleVarStack.pop_back();
3269
48.4k
        count--;
3270
48.4k
    }
3271
48.4k
}
3272
3273
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3274
0
{
3275
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3276
0
    switch (idx)
3277
0
    {
3278
0
    case ImGuiCol_Text: return "Text";
3279
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3280
0
    case ImGuiCol_WindowBg: return "WindowBg";
3281
0
    case ImGuiCol_ChildBg: return "ChildBg";
3282
0
    case ImGuiCol_PopupBg: return "PopupBg";
3283
0
    case ImGuiCol_Border: return "Border";
3284
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3285
0
    case ImGuiCol_FrameBg: return "FrameBg";
3286
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3287
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3288
0
    case ImGuiCol_TitleBg: return "TitleBg";
3289
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3290
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3291
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3292
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3293
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3294
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3295
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3296
0
    case ImGuiCol_CheckMark: return "CheckMark";
3297
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3298
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3299
0
    case ImGuiCol_Button: return "Button";
3300
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3301
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3302
0
    case ImGuiCol_Header: return "Header";
3303
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3304
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3305
0
    case ImGuiCol_Separator: return "Separator";
3306
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3307
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3308
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3309
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3310
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3311
0
    case ImGuiCol_Tab: return "Tab";
3312
0
    case ImGuiCol_TabHovered: return "TabHovered";
3313
0
    case ImGuiCol_TabActive: return "TabActive";
3314
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3315
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3316
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3317
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3318
0
    case ImGuiCol_PlotLines: return "PlotLines";
3319
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3320
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3321
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3322
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3323
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3324
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3325
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3326
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3327
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3328
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3329
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3330
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3331
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3332
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3333
0
    }
3334
0
    IM_ASSERT(0);
3335
0
    return "Unknown";
3336
0
}
3337
3338
3339
//-----------------------------------------------------------------------------
3340
// [SECTION] RENDER HELPERS
3341
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3342
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3343
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3344
//-----------------------------------------------------------------------------
3345
3346
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3347
193k
{
3348
193k
    const char* text_display_end = text;
3349
193k
    if (!text_end)
3350
193k
        text_end = (const char*)-1;
3351
3352
1.74M
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3353
1.54M
        text_display_end++;
3354
193k
    return text_display_end;
3355
193k
}
3356
3357
// Internal ImGui functions to render text
3358
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3359
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3360
0
{
3361
0
    ImGuiContext& g = *GImGui;
3362
0
    ImGuiWindow* window = g.CurrentWindow;
3363
3364
    // Hide anything after a '##' string
3365
0
    const char* text_display_end;
3366
0
    if (hide_text_after_hash)
3367
0
    {
3368
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3369
0
    }
3370
0
    else
3371
0
    {
3372
0
        if (!text_end)
3373
0
            text_end = text + strlen(text); // FIXME-OPT
3374
0
        text_display_end = text_end;
3375
0
    }
3376
3377
0
    if (text != text_display_end)
3378
0
    {
3379
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3380
0
        if (g.LogEnabled)
3381
0
            LogRenderedText(&pos, text, text_display_end);
3382
0
    }
3383
0
}
3384
3385
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3386
0
{
3387
0
    ImGuiContext& g = *GImGui;
3388
0
    ImGuiWindow* window = g.CurrentWindow;
3389
3390
0
    if (!text_end)
3391
0
        text_end = text + strlen(text); // FIXME-OPT
3392
3393
0
    if (text != text_end)
3394
0
    {
3395
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3396
0
        if (g.LogEnabled)
3397
0
            LogRenderedText(&pos, text, text_end);
3398
0
    }
3399
0
}
3400
3401
// Default clip_rect uses (pos_min,pos_max)
3402
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3403
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3404
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3405
// better advantage of the render function taking size into account for coarse clipping.
3406
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3407
96.8k
{
3408
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3409
96.8k
    ImVec2 pos = pos_min;
3410
96.8k
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3411
3412
96.8k
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3413
96.8k
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3414
96.8k
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3415
96.8k
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3416
96.8k
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3417
3418
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3419
96.8k
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3420
96.8k
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3421
3422
    // Render
3423
96.8k
    if (need_clipping)
3424
48.4k
    {
3425
48.4k
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3426
48.4k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3427
48.4k
    }
3428
48.4k
    else
3429
48.4k
    {
3430
48.4k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3431
48.4k
    }
3432
96.8k
}
3433
3434
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3435
96.8k
{
3436
    // Hide anything after a '##' string
3437
96.8k
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3438
96.8k
    const int text_len = (int)(text_display_end - text);
3439
96.8k
    if (text_len == 0)
3440
0
        return;
3441
3442
96.8k
    ImGuiContext& g = *GImGui;
3443
96.8k
    ImGuiWindow* window = g.CurrentWindow;
3444
96.8k
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3445
96.8k
    if (g.LogEnabled)
3446
0
        LogRenderedText(&pos_min, text, text_display_end);
3447
96.8k
}
3448
3449
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3450
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3451
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3452
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3453
0
{
3454
0
    ImGuiContext& g = *GImGui;
3455
0
    if (text_end_full == NULL)
3456
0
        text_end_full = FindRenderedTextEnd(text);
3457
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3458
3459
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3460
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3461
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3462
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3463
0
    if (text_size.x > pos_max.x - pos_min.x)
3464
0
    {
3465
        // Hello wo...
3466
        // |       |   |
3467
        // min   max   ellipsis_max
3468
        //          <-> this is generally some padding value
3469
3470
0
        const ImFont* font = draw_list->_Data->Font;
3471
0
        const float font_size = draw_list->_Data->FontSize;
3472
0
        const float font_scale = font_size / font->FontSize;
3473
0
        const char* text_end_ellipsis = NULL;
3474
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3475
3476
        // We can now claim the space between pos_max.x and ellipsis_max.x
3477
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3478
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3479
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3480
0
        {
3481
            // Always display at least 1 character if there's no room for character + ellipsis
3482
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3483
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3484
0
        }
3485
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3486
0
        {
3487
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3488
0
            text_end_ellipsis--;
3489
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3490
0
        }
3491
3492
        // Render text, render ellipsis
3493
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3494
0
        ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3495
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3496
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3497
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3498
0
    }
3499
0
    else
3500
0
    {
3501
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3502
0
    }
3503
3504
0
    if (g.LogEnabled)
3505
0
        LogRenderedText(&pos_min, text, text_end_full);
3506
0
}
3507
3508
// Render a rectangle shaped with optional rounding and borders
3509
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3510
1.11k
{
3511
1.11k
    ImGuiContext& g = *GImGui;
3512
1.11k
    ImGuiWindow* window = g.CurrentWindow;
3513
1.11k
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3514
1.11k
    const float border_size = g.Style.FrameBorderSize;
3515
1.11k
    if (border && border_size > 0.0f)
3516
1.11k
    {
3517
1.11k
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3518
1.11k
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3519
1.11k
    }
3520
1.11k
}
3521
3522
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3523
0
{
3524
0
    ImGuiContext& g = *GImGui;
3525
0
    ImGuiWindow* window = g.CurrentWindow;
3526
0
    const float border_size = g.Style.FrameBorderSize;
3527
0
    if (border_size > 0.0f)
3528
0
    {
3529
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3530
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3531
0
    }
3532
0
}
3533
3534
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3535
29.0k
{
3536
29.0k
    ImGuiContext& g = *GImGui;
3537
29.0k
    if (id != g.NavId)
3538
15.3k
        return;
3539
13.7k
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3540
443
        return;
3541
13.3k
    ImGuiWindow* window = g.CurrentWindow;
3542
13.3k
    if (window->DC.NavHideHighlightOneFrame)
3543
0
        return;
3544
3545
13.3k
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3546
13.3k
    ImRect display_rect = bb;
3547
13.3k
    display_rect.ClipWith(window->ClipRect);
3548
13.3k
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3549
272
    {
3550
272
        const float THICKNESS = 2.0f;
3551
272
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3552
272
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3553
272
        bool fully_visible = window->ClipRect.Contains(display_rect);
3554
272
        if (!fully_visible)
3555
174
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3556
272
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3557
272
        if (!fully_visible)
3558
174
            window->DrawList->PopClipRect();
3559
272
    }
3560
13.3k
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3561
13.0k
    {
3562
13.0k
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3563
13.0k
    }
3564
13.3k
}
3565
3566
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3567
0
{
3568
0
    ImGuiContext& g = *GImGui;
3569
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3570
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3571
0
    for (ImGuiViewportP* viewport : g.Viewports)
3572
0
    {
3573
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3574
0
        ImVec2 offset, size, uv[4];
3575
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3576
0
            continue;
3577
0
        const ImVec2 pos = base_pos - offset;
3578
0
        const float scale = base_scale * viewport->DpiScale;
3579
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3580
0
            continue;
3581
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3582
0
        ImTextureID tex_id = font_atlas->TexID;
3583
0
        draw_list->PushTextureID(tex_id);
3584
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3585
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3586
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3587
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3588
0
        draw_list->PopTextureID();
3589
0
    }
3590
0
}
3591
3592
//-----------------------------------------------------------------------------
3593
// [SECTION] INITIALIZATION, SHUTDOWN
3594
//-----------------------------------------------------------------------------
3595
3596
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3597
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3598
ImGuiContext* ImGui::GetCurrentContext()
3599
1
{
3600
1
    return GImGui;
3601
1
}
3602
3603
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3604
1
{
3605
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3606
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3607
#else
3608
1
    GImGui = ctx;
3609
1
#endif
3610
1
}
3611
3612
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3613
0
{
3614
0
    GImAllocatorAllocFunc = alloc_func;
3615
0
    GImAllocatorFreeFunc = free_func;
3616
0
    GImAllocatorUserData = user_data;
3617
0
}
3618
3619
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3620
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3621
0
{
3622
0
    *p_alloc_func = GImAllocatorAllocFunc;
3623
0
    *p_free_func = GImAllocatorFreeFunc;
3624
0
    *p_user_data = GImAllocatorUserData;
3625
0
}
3626
3627
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3628
1
{
3629
1
    ImGuiContext* prev_ctx = GetCurrentContext();
3630
1
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3631
1
    SetCurrentContext(ctx);
3632
1
    Initialize();
3633
1
    if (prev_ctx != NULL)
3634
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3635
1
    return ctx;
3636
1
}
3637
3638
void ImGui::DestroyContext(ImGuiContext* ctx)
3639
0
{
3640
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3641
0
    if (ctx == NULL) //-V1051
3642
0
        ctx = prev_ctx;
3643
0
    SetCurrentContext(ctx);
3644
0
    Shutdown();
3645
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3646
0
    IM_DELETE(ctx);
3647
0
}
3648
3649
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3650
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3651
{
3652
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3653
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3654
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3655
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3656
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3657
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3658
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3659
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3660
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3661
    { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window."},
3662
};
3663
3664
void ImGui::Initialize()
3665
1
{
3666
1
    ImGuiContext& g = *GImGui;
3667
1
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3668
3669
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3670
1
    {
3671
1
        ImGuiSettingsHandler ini_handler;
3672
1
        ini_handler.TypeName = "Window";
3673
1
        ini_handler.TypeHash = ImHashStr("Window");
3674
1
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3675
1
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3676
1
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3677
1
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3678
1
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3679
1
        AddSettingsHandler(&ini_handler);
3680
1
    }
3681
1
    TableSettingsAddSettingsHandler();
3682
3683
    // Setup default localization table
3684
1
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3685
3686
    // Setup default platform clipboard/IME handlers.
3687
1
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3688
1
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3689
1
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3690
1
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3691
3692
    // Create default viewport
3693
1
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3694
1
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3695
1
    viewport->Idx = 0;
3696
1
    viewport->PlatformWindowCreated = true;
3697
1
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3698
1
    g.Viewports.push_back(viewport);
3699
1
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3700
1
    g.ViewportCreatedCount++;
3701
1
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3702
3703
1
#ifdef IMGUI_HAS_DOCK
3704
    // Initialize Docking
3705
1
    DockContextInitialize(&g);
3706
1
#endif
3707
3708
1
    g.Initialized = true;
3709
1
}
3710
3711
// This function is merely here to free heap allocations.
3712
void ImGui::Shutdown()
3713
0
{
3714
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3715
0
    ImGuiContext& g = *GImGui;
3716
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3717
0
    {
3718
0
        g.IO.Fonts->Locked = false;
3719
0
        IM_DELETE(g.IO.Fonts);
3720
0
    }
3721
0
    g.IO.Fonts = NULL;
3722
0
    g.DrawListSharedData.TempBuffer.clear();
3723
3724
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3725
0
    if (!g.Initialized)
3726
0
        return;
3727
3728
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3729
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3730
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3731
3732
    // Destroy platform windows
3733
0
    DestroyPlatformWindows();
3734
3735
    // Shutdown extensions
3736
0
    DockContextShutdown(&g);
3737
3738
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3739
3740
    // Clear everything else
3741
0
    g.Windows.clear_delete();
3742
0
    g.WindowsFocusOrder.clear();
3743
0
    g.WindowsTempSortBuffer.clear();
3744
0
    g.CurrentWindow = NULL;
3745
0
    g.CurrentWindowStack.clear();
3746
0
    g.WindowsById.Clear();
3747
0
    g.NavWindow = NULL;
3748
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3749
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3750
0
    g.MovingWindow = NULL;
3751
3752
0
    g.KeysRoutingTable.Clear();
3753
3754
0
    g.ColorStack.clear();
3755
0
    g.StyleVarStack.clear();
3756
0
    g.FontStack.clear();
3757
0
    g.OpenPopupStack.clear();
3758
0
    g.BeginPopupStack.clear();
3759
0
    g.NavTreeNodeStack.clear();
3760
3761
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3762
0
    g.Viewports.clear_delete();
3763
3764
0
    g.TabBars.Clear();
3765
0
    g.CurrentTabBarStack.clear();
3766
0
    g.ShrinkWidthBuffer.clear();
3767
3768
0
    g.ClipperTempData.clear_destruct();
3769
3770
0
    g.Tables.Clear();
3771
0
    g.TablesTempData.clear_destruct();
3772
0
    g.DrawChannelsTempMergeBuffer.clear();
3773
3774
0
    g.ClipboardHandlerData.clear();
3775
0
    g.MenusIdSubmittedThisFrame.clear();
3776
0
    g.InputTextState.ClearFreeMemory();
3777
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3778
3779
0
    g.SettingsWindows.clear();
3780
0
    g.SettingsHandlers.clear();
3781
3782
0
    if (g.LogFile)
3783
0
    {
3784
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3785
0
        if (g.LogFile != stdout)
3786
0
#endif
3787
0
            ImFileClose(g.LogFile);
3788
0
        g.LogFile = NULL;
3789
0
    }
3790
0
    g.LogBuffer.clear();
3791
0
    g.DebugLogBuf.clear();
3792
0
    g.DebugLogIndex.clear();
3793
3794
0
    g.Initialized = false;
3795
0
}
3796
3797
// No specific ordering/dependency support, will see as needed
3798
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3799
0
{
3800
0
    ImGuiContext& g = *ctx;
3801
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3802
0
    g.Hooks.push_back(*hook);
3803
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3804
0
    return g.HookIdNext;
3805
0
}
3806
3807
// Deferred removal, avoiding issue with changing vector while iterating it
3808
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3809
0
{
3810
0
    ImGuiContext& g = *ctx;
3811
0
    IM_ASSERT(hook_id != 0);
3812
0
    for (ImGuiContextHook& hook : g.Hooks)
3813
0
        if (hook.HookId == hook_id)
3814
0
            hook.Type = ImGuiContextHookType_PendingRemoval_;
3815
0
}
3816
3817
// Call context hooks (used by e.g. test engine)
3818
// We assume a small number of hooks so all stored in same array
3819
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3820
290k
{
3821
290k
    ImGuiContext& g = *ctx;
3822
290k
    for (ImGuiContextHook& hook : g.Hooks)
3823
0
        if (hook.Type == hook_type)
3824
0
            hook.Callback(&g, &hook);
3825
290k
}
3826
3827
3828
//-----------------------------------------------------------------------------
3829
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3830
//-----------------------------------------------------------------------------
3831
3832
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3833
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3834
3
{
3835
3
    memset(this, 0, sizeof(*this));
3836
3
    Ctx = ctx;
3837
3
    Name = ImStrdup(name);
3838
3
    NameBufLen = (int)strlen(name) + 1;
3839
3
    ID = ImHashStr(name);
3840
3
    IDStack.push_back(ID);
3841
3
    ViewportAllowPlatformMonitorExtend = -1;
3842
3
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3843
3
    MoveId = GetID("#MOVE");
3844
3
    TabId = GetID("#TAB");
3845
3
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3846
3
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3847
3
    AutoFitFramesX = AutoFitFramesY = -1;
3848
3
    AutoPosLastDirection = ImGuiDir_None;
3849
3
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3850
3
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3851
3
    LastFrameActive = -1;
3852
3
    LastFrameJustFocused = -1;
3853
3
    LastTimeActive = -1.0f;
3854
3
    FontWindowScale = FontDpiScale = 1.0f;
3855
3
    SettingsOffset = -1;
3856
3
    DockOrder = -1;
3857
3
    DrawList = &DrawListInst;
3858
3
    DrawList->_Data = &Ctx->DrawListSharedData;
3859
3
    DrawList->_OwnerName = Name;
3860
3
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3861
3
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3862
3
}
3863
3864
ImGuiWindow::~ImGuiWindow()
3865
0
{
3866
0
    IM_ASSERT(DrawList == &DrawListInst);
3867
0
    IM_DELETE(Name);
3868
0
    ColumnsStorage.clear_destruct();
3869
0
}
3870
3871
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3872
244k
{
3873
244k
    ImGuiID seed = IDStack.back();
3874
244k
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3875
244k
    ImGuiContext& g = *Ctx;
3876
244k
    if (g.DebugHookIdInfo == id)
3877
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3878
244k
    return id;
3879
244k
}
3880
3881
ImGuiID ImGuiWindow::GetID(const void* ptr)
3882
0
{
3883
0
    ImGuiID seed = IDStack.back();
3884
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3885
0
    ImGuiContext& g = *Ctx;
3886
0
    if (g.DebugHookIdInfo == id)
3887
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3888
0
    return id;
3889
0
}
3890
3891
ImGuiID ImGuiWindow::GetID(int n)
3892
47.3k
{
3893
47.3k
    ImGuiID seed = IDStack.back();
3894
47.3k
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3895
47.3k
    ImGuiContext& g = *Ctx;
3896
47.3k
    if (g.DebugHookIdInfo == id)
3897
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3898
47.3k
    return id;
3899
47.3k
}
3900
3901
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3902
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3903
0
{
3904
0
    ImGuiID seed = IDStack.back();
3905
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3906
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3907
0
    return id;
3908
0
}
3909
3910
static void SetCurrentWindow(ImGuiWindow* window)
3911
288k
{
3912
288k
    ImGuiContext& g = *GImGui;
3913
288k
    g.CurrentWindow = window;
3914
288k
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3915
288k
    if (window)
3916
239k
    {
3917
239k
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3918
239k
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3919
239k
    }
3920
288k
}
3921
3922
void ImGui::GcCompactTransientMiscBuffers()
3923
0
{
3924
0
    ImGuiContext& g = *GImGui;
3925
0
    g.ItemFlagsStack.clear();
3926
0
    g.GroupStack.clear();
3927
0
    TableGcCompactSettings();
3928
0
}
3929
3930
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3931
// Not freed:
3932
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3933
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3934
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3935
0
{
3936
0
    window->MemoryCompacted = true;
3937
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3938
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3939
0
    window->IDStack.clear();
3940
0
    window->DrawList->_ClearFreeMemory();
3941
0
    window->DC.ChildWindows.clear();
3942
0
    window->DC.ItemWidthStack.clear();
3943
0
    window->DC.TextWrapPosStack.clear();
3944
0
}
3945
3946
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3947
0
{
3948
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3949
    // The other buffers tends to amortize much faster.
3950
0
    window->MemoryCompacted = false;
3951
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3952
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3953
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3954
0
}
3955
3956
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3957
87
{
3958
87
    ImGuiContext& g = *GImGui;
3959
3960
    // Clear previous active id
3961
87
    if (g.ActiveId != 0)
3962
24
    {
3963
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3964
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3965
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3966
24
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3967
0
        {
3968
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3969
0
            g.MovingWindow = NULL;
3970
0
        }
3971
3972
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3973
        // but since this is currently quite an exception we'll leave it as is.
3974
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3975
24
        if (g.InputTextState.ID == g.ActiveId)
3976
0
            InputTextDeactivateHook(g.ActiveId);
3977
24
    }
3978
3979
    // Set active id
3980
87
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3981
87
    if (g.ActiveIdIsJustActivated)
3982
48
    {
3983
48
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3984
48
        g.ActiveIdTimer = 0.0f;
3985
48
        g.ActiveIdHasBeenPressedBefore = false;
3986
48
        g.ActiveIdHasBeenEditedBefore = false;
3987
48
        g.ActiveIdMouseButton = -1;
3988
48
        if (id != 0)
3989
24
        {
3990
24
            g.LastActiveId = id;
3991
24
            g.LastActiveIdTimer = 0.0f;
3992
24
        }
3993
48
    }
3994
87
    g.ActiveId = id;
3995
87
    g.ActiveIdAllowOverlap = false;
3996
87
    g.ActiveIdNoClearOnFocusLoss = false;
3997
87
    g.ActiveIdWindow = window;
3998
87
    g.ActiveIdHasBeenEditedThisFrame = false;
3999
87
    if (id)
4000
24
    {
4001
24
        g.ActiveIdIsAlive = id;
4002
24
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
4003
24
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
4004
24
    }
4005
4006
    // Clear declaration of inputs claimed by the widget
4007
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4008
87
    g.ActiveIdUsingNavDirMask = 0x00;
4009
87
    g.ActiveIdUsingAllKeyboardKeys = false;
4010
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4011
    g.ActiveIdUsingNavInputMask = 0x00;
4012
#endif
4013
87
}
4014
4015
void ImGui::ClearActiveID()
4016
63
{
4017
63
    SetActiveID(0, NULL); // g.ActiveId = 0;
4018
63
}
4019
4020
void ImGui::SetHoveredID(ImGuiID id)
4021
202
{
4022
202
    ImGuiContext& g = *GImGui;
4023
202
    g.HoveredId = id;
4024
202
    g.HoveredIdAllowOverlap = false;
4025
202
    if (id != 0 && g.HoveredIdPreviousFrame != id)
4026
84
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4027
202
}
4028
4029
ImGuiID ImGui::GetHoveredID()
4030
0
{
4031
0
    ImGuiContext& g = *GImGui;
4032
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4033
0
}
4034
4035
// This is called by ItemAdd().
4036
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
4037
void ImGui::KeepAliveID(ImGuiID id)
4038
212k
{
4039
212k
    ImGuiContext& g = *GImGui;
4040
212k
    if (g.ActiveId == id)
4041
73
        g.ActiveIdIsAlive = id;
4042
212k
    if (g.ActiveIdPreviousFrame == id)
4043
73
        g.ActiveIdPreviousFrameIsAlive = true;
4044
212k
}
4045
4046
void ImGui::MarkItemEdited(ImGuiID id)
4047
0
{
4048
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4049
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4050
0
    ImGuiContext& g = *GImGui;
4051
0
    if (g.LockMarkEdited > 0)
4052
0
        return;
4053
0
    if (g.ActiveId == id || g.ActiveId == 0)
4054
0
    {
4055
0
        g.ActiveIdHasBeenEditedThisFrame = true;
4056
0
        g.ActiveIdHasBeenEditedBefore = true;
4057
0
    }
4058
4059
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4060
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4061
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4062
4063
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4064
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4065
0
}
4066
4067
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4068
208
{
4069
    // An active popup disable hovering on other windows (apart from its own children)
4070
    // FIXME-OPT: This could be cached/stored within the window.
4071
208
    ImGuiContext& g = *GImGui;
4072
208
    if (g.NavWindow)
4073
100
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4074
100
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4075
0
            {
4076
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4077
                // NB: The 'else' is important because Modal windows are also Popups.
4078
0
                bool want_inhibit = false;
4079
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4080
0
                    want_inhibit = true;
4081
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4082
0
                    want_inhibit = true;
4083
4084
                // Inhibit hover unless the window is within the stack of our modal/popup
4085
0
                if (want_inhibit)
4086
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4087
0
                        return false;
4088
0
            }
4089
4090
    // Filter by viewport
4091
208
    if (window->Viewport != g.MouseViewport)
4092
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4093
0
            return false;
4094
4095
208
    return true;
4096
208
}
4097
4098
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4099
0
{
4100
0
    ImGuiContext& g = *GImGui;
4101
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4102
0
        return g.Style.HoverDelayShort;
4103
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4104
0
        return g.Style.HoverDelayNormal;
4105
0
    return 0.0f;
4106
0
}
4107
4108
// This is roughly matching the behavior of internal-facing ItemHoverable()
4109
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4110
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4111
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4112
0
{
4113
0
    ImGuiContext& g = *GImGui;
4114
0
    ImGuiWindow* window = g.CurrentWindow;
4115
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4116
4117
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4118
0
    {
4119
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4120
0
            return false;
4121
0
        if (!IsItemFocused())
4122
0
            return false;
4123
4124
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4125
0
            flags |= g.Style.HoverFlagsForTooltipNav;
4126
0
    }
4127
0
    else
4128
0
    {
4129
        // Test for bounding box overlap, as updated as ItemAdd()
4130
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4131
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4132
0
            return false;
4133
4134
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4135
0
            flags |= g.Style.HoverFlagsForTooltipMouse;
4136
4137
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4138
4139
        // Done with rectangle culling so we can perform heavier checks now
4140
        // Test if we are hovering the right window (our window could be behind another window)
4141
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4142
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4143
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4144
        // the test that has been running for a long while.
4145
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4146
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4147
0
                return false;
4148
4149
        // Test if another item is active (e.g. being dragged)
4150
0
        const ImGuiID id = g.LastItemData.ID;
4151
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4152
0
            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4153
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4154
0
                    return false;
4155
4156
        // Test if interactions on this window are blocked by an active popup or modal.
4157
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4158
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4159
0
            return false;
4160
4161
        // Test if the item is disabled
4162
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4163
0
            return false;
4164
4165
        // Special handling for calling after Begin() which represent the title bar or tab.
4166
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4167
        // will never be overwritten so we need to detect the case.
4168
0
        if (id == window->MoveId && window->WriteAccessed)
4169
0
            return false;
4170
4171
        // Test if using AllowOverlap and overlapped
4172
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4173
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4174
0
                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4175
0
                    return false;
4176
0
    }
4177
4178
    // Handle hover delay
4179
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4180
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4181
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4182
0
    {
4183
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4184
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4185
0
            g.HoverItemDelayTimer = 0.0f;
4186
0
        g.HoverItemDelayId = hover_delay_id;
4187
4188
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4189
        // but once unlocked on a given item we also moving.
4190
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4191
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4192
0
            return false;
4193
4194
0
        if (g.HoverItemDelayTimer < delay)
4195
0
            return false;
4196
0
    }
4197
4198
0
    return true;
4199
0
}
4200
4201
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4202
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4203
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4204
// If you used this in your legacy/custom widgets code:
4205
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4206
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4207
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4208
197k
{
4209
197k
    ImGuiContext& g = *GImGui;
4210
197k
    ImGuiWindow* window = g.CurrentWindow;
4211
197k
    if (g.HoveredWindow != window)
4212
195k
        return false;
4213
1.87k
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4214
1.66k
        return false;
4215
4216
202
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4217
0
        return false;
4218
202
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4219
0
        return false;
4220
4221
    // Done with rectangle culling so we can perform heavier checks now.
4222
202
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4223
0
    {
4224
0
        g.HoveredIdDisabled = true;
4225
0
        return false;
4226
0
    }
4227
4228
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4229
    // hover test in widgets code. We could also decide to split this function is two.
4230
202
    if (id != 0)
4231
202
    {
4232
        // Drag source doesn't report as hovered
4233
202
        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4234
0
            return false;
4235
4236
202
        SetHoveredID(id);
4237
4238
        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4239
        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4240
202
        if (item_flags & ImGuiItemFlags_AllowOverlap)
4241
0
        {
4242
0
            g.HoveredIdAllowOverlap = true;
4243
0
            if (g.HoveredIdPreviousFrame != id)
4244
0
                return false;
4245
0
        }
4246
202
    }
4247
4248
    // When disabled we'll return false but still set HoveredId
4249
202
    if (item_flags & ImGuiItemFlags_Disabled)
4250
0
    {
4251
        // Release active id if turning disabled
4252
0
        if (g.ActiveId == id && id != 0)
4253
0
            ClearActiveID();
4254
0
        g.HoveredIdDisabled = true;
4255
0
        return false;
4256
0
    }
4257
4258
202
    if (id != 0)
4259
202
    {
4260
        // [DEBUG] Item Picker tool!
4261
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4262
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4263
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4264
202
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4265
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4266
202
        if (g.DebugItemPickerBreakId == id)
4267
0
            IM_DEBUG_BREAK();
4268
202
    }
4269
4270
202
    if (g.NavDisableMouseHover)
4271
18
        return false;
4272
4273
184
    return true;
4274
202
}
4275
4276
// FIXME: This is inlined/duplicated in ItemAdd()
4277
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4278
0
{
4279
0
    ImGuiContext& g = *GImGui;
4280
0
    ImGuiWindow* window = g.CurrentWindow;
4281
0
    if (!bb.Overlaps(window->ClipRect))
4282
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4283
0
            if (!g.LogEnabled)
4284
0
                return true;
4285
0
    return false;
4286
0
}
4287
4288
// This is also inlined in ItemAdd()
4289
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4290
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4291
144k
{
4292
144k
    ImGuiContext& g = *GImGui;
4293
144k
    g.LastItemData.ID = item_id;
4294
144k
    g.LastItemData.InFlags = in_flags;
4295
144k
    g.LastItemData.StatusFlags = item_flags;
4296
144k
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4297
144k
}
4298
4299
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4300
0
{
4301
0
    if (wrap_pos_x < 0.0f)
4302
0
        return 0.0f;
4303
4304
0
    ImGuiContext& g = *GImGui;
4305
0
    ImGuiWindow* window = g.CurrentWindow;
4306
0
    if (wrap_pos_x == 0.0f)
4307
0
    {
4308
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4309
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4310
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4311
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4312
        //else
4313
0
        wrap_pos_x = window->WorkRect.Max.x;
4314
0
    }
4315
0
    else if (wrap_pos_x > 0.0f)
4316
0
    {
4317
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4318
0
    }
4319
4320
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4321
0
}
4322
4323
// IM_ALLOC() == ImGui::MemAlloc()
4324
void* ImGui::MemAlloc(size_t size)
4325
1.22k
{
4326
1.22k
    if (ImGuiContext* ctx = GImGui)
4327
1.22k
        ctx->IO.MetricsActiveAllocations++;
4328
1.22k
    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4329
1.22k
}
4330
4331
// IM_FREE() == ImGui::MemFree()
4332
void ImGui::MemFree(void* ptr)
4333
1.17k
{
4334
1.17k
    if (ptr)
4335
1.16k
        if (ImGuiContext* ctx = GImGui)
4336
1.16k
            ctx->IO.MetricsActiveAllocations--;
4337
1.17k
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4338
1.17k
}
4339
4340
const char* ImGui::GetClipboardText()
4341
0
{
4342
0
    ImGuiContext& g = *GImGui;
4343
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4344
0
}
4345
4346
void ImGui::SetClipboardText(const char* text)
4347
0
{
4348
0
    ImGuiContext& g = *GImGui;
4349
0
    if (g.IO.SetClipboardTextFn)
4350
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4351
0
}
4352
4353
const char* ImGui::GetVersion()
4354
0
{
4355
0
    return IMGUI_VERSION;
4356
0
}
4357
4358
ImGuiIO& ImGui::GetIO()
4359
170k
{
4360
170k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4361
170k
    return GImGui->IO;
4362
170k
}
4363
4364
ImGuiPlatformIO& ImGui::GetPlatformIO()
4365
0
{
4366
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4367
0
    return GImGui->PlatformIO;
4368
0
}
4369
4370
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4371
ImDrawData* ImGui::GetDrawData()
4372
48.4k
{
4373
48.4k
    ImGuiContext& g = *GImGui;
4374
48.4k
    ImGuiViewportP* viewport = g.Viewports[0];
4375
48.4k
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4376
48.4k
}
4377
4378
double ImGui::GetTime()
4379
4
{
4380
4
    return GImGui->Time;
4381
4
}
4382
4383
int ImGui::GetFrameCount()
4384
0
{
4385
0
    return GImGui->FrameCount;
4386
0
}
4387
4388
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4389
0
{
4390
    // Create the draw list on demand, because they are not frequently used for all viewports
4391
0
    ImGuiContext& g = *GImGui;
4392
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4393
0
    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4394
0
    if (draw_list == NULL)
4395
0
    {
4396
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4397
0
        draw_list->_OwnerName = drawlist_name;
4398
0
        viewport->BgFgDrawLists[drawlist_no] = draw_list;
4399
0
    }
4400
4401
    // Our ImDrawList system requires that there is always a command
4402
0
    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4403
0
    {
4404
0
        draw_list->_ResetForNewFrame();
4405
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4406
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4407
0
        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4408
0
    }
4409
0
    return draw_list;
4410
0
}
4411
4412
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4413
0
{
4414
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4415
0
}
4416
4417
ImDrawList* ImGui::GetBackgroundDrawList()
4418
0
{
4419
0
    ImGuiContext& g = *GImGui;
4420
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4421
0
}
4422
4423
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4424
0
{
4425
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4426
0
}
4427
4428
ImDrawList* ImGui::GetForegroundDrawList()
4429
0
{
4430
0
    ImGuiContext& g = *GImGui;
4431
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4432
0
}
4433
4434
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4435
0
{
4436
0
    return &GImGui->DrawListSharedData;
4437
0
}
4438
4439
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4440
18
{
4441
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4442
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4443
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4444
18
    ImGuiContext& g = *GImGui;
4445
18
    FocusWindow(window);
4446
18
    SetActiveID(window->MoveId, window);
4447
18
    g.NavDisableHighlight = true;
4448
18
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4449
18
    g.ActiveIdNoClearOnFocusLoss = true;
4450
18
    SetActiveIdUsingAllKeyboardKeys();
4451
4452
18
    bool can_move_window = true;
4453
18
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4454
0
        can_move_window = false;
4455
18
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4456
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4457
0
            can_move_window = false;
4458
18
    if (can_move_window)
4459
18
        g.MovingWindow = window;
4460
18
}
4461
4462
// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4463
// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
4464
// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
4465
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
4466
0
{
4467
0
    ImGuiContext& g = *GImGui;
4468
0
    bool can_undock_node = false;
4469
0
    if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4470
0
    {
4471
        // Can undock if:
4472
        // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
4473
        // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
4474
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4475
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4476
0
            if (undock_floating_node || root_node->IsDockSpace())
4477
0
                can_undock_node = true;
4478
0
    }
4479
4480
0
    const bool clicked = IsMouseClicked(0);
4481
0
    const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
4482
0
    if (can_undock_node && dragging)
4483
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4484
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4485
0
        StartMouseMovingWindow(window);
4486
0
}
4487
4488
// Handle mouse moving window
4489
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4490
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4491
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4492
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4493
void ImGui::UpdateMouseMovingWindowNewFrame()
4494
48.4k
{
4495
48.4k
    ImGuiContext& g = *GImGui;
4496
48.4k
    if (g.MovingWindow != NULL)
4497
69
    {
4498
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4499
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4500
69
        KeepAliveID(g.ActiveId);
4501
69
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4502
69
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4503
4504
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4505
69
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4506
69
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4507
51
        {
4508
51
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4509
51
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4510
3
            {
4511
3
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4512
3
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4513
0
                {
4514
0
                    moving_window->Viewport->Pos = pos;
4515
0
                    moving_window->Viewport->UpdateWorkRect();
4516
0
                }
4517
3
            }
4518
51
            FocusWindow(g.MovingWindow);
4519
51
        }
4520
18
        else
4521
18
        {
4522
18
            if (!window_disappared)
4523
18
            {
4524
                // Try to merge the window back into the main viewport.
4525
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4526
18
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4527
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4528
4529
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4530
18
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4531
18
                    g.MouseViewport = moving_window->Viewport;
4532
4533
                // Clear the NoInput window flag set by the Viewport system
4534
18
                if (moving_window->Viewport)
4535
18
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4536
18
            }
4537
4538
18
            g.MovingWindow = NULL;
4539
18
            ClearActiveID();
4540
18
        }
4541
69
    }
4542
48.3k
    else
4543
48.3k
    {
4544
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4545
48.3k
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4546
0
        {
4547
0
            KeepAliveID(g.ActiveId);
4548
0
            if (!g.IO.MouseDown[0])
4549
0
                ClearActiveID();
4550
0
        }
4551
48.3k
    }
4552
48.4k
}
4553
4554
// Initiate moving window when clicking on empty space or title bar.
4555
// Handle left-click and right-click focus.
4556
void ImGui::UpdateMouseMovingWindowEndFrame()
4557
48.4k
{
4558
48.4k
    ImGuiContext& g = *GImGui;
4559
48.4k
    if (g.ActiveId != 0 || g.HoveredId != 0)
4560
255
        return;
4561
4562
    // Unless we just made a window/popup appear
4563
48.1k
    if (g.NavWindow && g.NavWindow->Appearing)
4564
2
        return;
4565
4566
    // Click on empty space to focus window and start moving
4567
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4568
48.1k
    if (g.IO.MouseClicked[0])
4569
1.35k
    {
4570
        // Handle the edge case of a popup being closed while clicking in its empty space.
4571
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4572
1.35k
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4573
1.35k
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4574
4575
1.35k
        if (root_window != NULL && !is_closed_popup)
4576
18
        {
4577
18
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4578
4579
            // Cancel moving if clicked outside of title bar
4580
18
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4581
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4582
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4583
0
                        g.MovingWindow = NULL;
4584
4585
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4586
18
            if (g.HoveredIdDisabled)
4587
0
                g.MovingWindow = NULL;
4588
18
        }
4589
1.33k
        else if (root_window == NULL && g.NavWindow != NULL)
4590
930
        {
4591
            // Clicking on void disable focus
4592
930
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4593
930
        }
4594
1.35k
    }
4595
4596
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4597
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4598
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4599
48.1k
    if (g.IO.MouseClicked[1])
4600
283
    {
4601
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4602
        // This is where we can trim the popup stack.
4603
283
        ImGuiWindow* modal = GetTopMostPopupModal();
4604
283
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4605
283
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4606
283
    }
4607
48.1k
}
4608
4609
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4610
// Need to keep in sync with SetWindowPos()
4611
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4612
0
{
4613
0
    window->Pos += delta;
4614
0
    window->ClipRect.Translate(delta);
4615
0
    window->OuterRectClipped.Translate(delta);
4616
0
    window->InnerRect.Translate(delta);
4617
0
    window->DC.CursorPos += delta;
4618
0
    window->DC.CursorStartPos += delta;
4619
0
    window->DC.CursorMaxPos += delta;
4620
0
    window->DC.IdealMaxPos += delta;
4621
0
}
4622
4623
static void ScaleWindow(ImGuiWindow* window, float scale)
4624
0
{
4625
0
    ImVec2 origin = window->Viewport->Pos;
4626
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4627
0
    window->Size = ImFloor(window->Size * scale);
4628
0
    window->SizeFull = ImFloor(window->SizeFull * scale);
4629
0
    window->ContentSize = ImFloor(window->ContentSize * scale);
4630
0
}
4631
4632
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4633
192k
{
4634
192k
    return (window->Active) && (!window->Hidden);
4635
192k
}
4636
4637
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4638
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4639
48.4k
{
4640
48.4k
    ImGuiContext& g = *GImGui;
4641
48.4k
    ImGuiIO& io = g.IO;
4642
48.4k
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4643
4644
    // Find the window hovered by mouse:
4645
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4646
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4647
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4648
48.4k
    bool clear_hovered_windows = false;
4649
48.4k
    FindHoveredWindow();
4650
48.4k
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4651
4652
    // Modal windows prevents mouse from hovering behind them.
4653
48.4k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4654
48.4k
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4655
0
        clear_hovered_windows = true;
4656
4657
    // Disabled mouse?
4658
48.4k
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4659
0
        clear_hovered_windows = true;
4660
4661
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4662
    // won't report hovering nor request capture even while dragging over our windows afterward.
4663
48.4k
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4664
48.4k
    const bool has_open_modal = (modal_window != NULL);
4665
48.4k
    int mouse_earliest_down = -1;
4666
48.4k
    bool mouse_any_down = false;
4667
290k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4668
242k
    {
4669
242k
        if (io.MouseClicked[i])
4670
2.29k
        {
4671
2.29k
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4672
2.29k
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4673
2.29k
        }
4674
242k
        mouse_any_down |= io.MouseDown[i];
4675
242k
        if (io.MouseDown[i])
4676
10.8k
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4677
7.44k
                mouse_earliest_down = i;
4678
242k
    }
4679
48.4k
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4680
48.4k
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4681
4682
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4683
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4684
48.4k
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4685
48.4k
    if (!mouse_avail && !mouse_dragging_extern_payload)
4686
6.68k
        clear_hovered_windows = true;
4687
4688
48.4k
    if (clear_hovered_windows)
4689
6.68k
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4690
4691
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4692
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4693
48.4k
    if (g.WantCaptureMouseNextFrame != -1)
4694
0
    {
4695
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4696
0
    }
4697
48.4k
    else
4698
48.4k
    {
4699
48.4k
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4700
48.4k
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4701
48.4k
    }
4702
4703
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4704
48.4k
    if (g.WantCaptureKeyboardNextFrame != -1)
4705
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4706
48.4k
    else
4707
48.4k
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4708
48.4k
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4709
34.5k
        io.WantCaptureKeyboard = true;
4710
4711
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4712
48.4k
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4713
48.4k
}
4714
4715
void ImGui::NewFrame()
4716
48.4k
{
4717
48.4k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4718
48.4k
    ImGuiContext& g = *GImGui;
4719
4720
    // Remove pending delete hooks before frame start.
4721
    // This deferred removal avoid issues of removal while iterating the hook vector
4722
48.4k
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4723
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4724
0
            g.Hooks.erase(&g.Hooks[n]);
4725
4726
48.4k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4727
4728
    // Check and assert for various common IO and Configuration mistakes
4729
48.4k
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4730
48.4k
    ErrorCheckNewFrameSanityChecks();
4731
48.4k
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4732
4733
    // Load settings on first frame, save settings when modified (after a delay)
4734
48.4k
    UpdateSettings();
4735
4736
48.4k
    g.Time += g.IO.DeltaTime;
4737
48.4k
    g.WithinFrameScope = true;
4738
48.4k
    g.FrameCount += 1;
4739
48.4k
    g.TooltipOverrideCount = 0;
4740
48.4k
    g.WindowsActiveCount = 0;
4741
48.4k
    g.MenusIdSubmittedThisFrame.resize(0);
4742
4743
    // Calculate frame-rate for the user, as a purely luxurious feature
4744
48.4k
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4745
48.4k
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4746
48.4k
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4747
48.4k
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4748
48.4k
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4749
4750
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4751
48.4k
    g.InputEventsTrail.resize(0);
4752
48.4k
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4753
4754
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4755
48.4k
    UpdateViewportsNewFrame();
4756
4757
    // Setup current font and draw list shared data
4758
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4759
48.4k
    g.IO.Fonts->Locked = true;
4760
48.4k
    SetCurrentFont(GetDefaultFont());
4761
48.4k
    IM_ASSERT(g.Font->IsLoaded());
4762
48.4k
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4763
48.4k
    for (ImGuiViewportP* viewport : g.Viewports)
4764
48.4k
        virtual_space.Add(viewport->GetMainRect());
4765
48.4k
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4766
48.4k
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4767
48.4k
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4768
48.4k
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4769
48.4k
    if (g.Style.AntiAliasedLines)
4770
48.4k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4771
48.4k
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4772
48.4k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4773
48.4k
    if (g.Style.AntiAliasedFill)
4774
48.4k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4775
48.4k
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4776
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4777
4778
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4779
48.4k
    for (ImGuiViewportP* viewport : g.Viewports)
4780
48.4k
    {
4781
48.4k
        viewport->DrawData = NULL;
4782
48.4k
        viewport->DrawDataP.Valid = false;
4783
48.4k
    }
4784
4785
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4786
48.4k
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4787
2
        KeepAliveID(g.DragDropPayload.SourceId);
4788
4789
    // Update HoveredId data
4790
48.4k
    if (!g.HoveredIdPreviousFrame)
4791
48.2k
        g.HoveredIdTimer = 0.0f;
4792
48.4k
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4793
48.2k
        g.HoveredIdNotActiveTimer = 0.0f;
4794
48.4k
    if (g.HoveredId)
4795
202
        g.HoveredIdTimer += g.IO.DeltaTime;
4796
48.4k
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4797
200
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4798
48.4k
    g.HoveredIdPreviousFrame = g.HoveredId;
4799
48.4k
    g.HoveredId = 0;
4800
48.4k
    g.HoveredIdAllowOverlap = false;
4801
48.4k
    g.HoveredIdDisabled = false;
4802
4803
    // Clear ActiveID if the item is not alive anymore.
4804
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4805
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4806
48.4k
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4807
0
    {
4808
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4809
0
        ClearActiveID();
4810
0
    }
4811
4812
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4813
48.4k
    if (g.ActiveId)
4814
71
        g.ActiveIdTimer += g.IO.DeltaTime;
4815
48.4k
    g.LastActiveIdTimer += g.IO.DeltaTime;
4816
48.4k
    g.ActiveIdPreviousFrame = g.ActiveId;
4817
48.4k
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4818
48.4k
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4819
48.4k
    g.ActiveIdIsAlive = 0;
4820
48.4k
    g.ActiveIdHasBeenEditedThisFrame = false;
4821
48.4k
    g.ActiveIdPreviousFrameIsAlive = false;
4822
48.4k
    g.ActiveIdIsJustActivated = false;
4823
48.4k
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4824
0
        g.TempInputId = 0;
4825
48.4k
    if (g.ActiveId == 0)
4826
48.3k
    {
4827
48.3k
        g.ActiveIdUsingNavDirMask = 0x00;
4828
48.3k
        g.ActiveIdUsingAllKeyboardKeys = false;
4829
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4830
        g.ActiveIdUsingNavInputMask = 0x00;
4831
#endif
4832
48.3k
    }
4833
4834
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4835
    if (g.ActiveId == 0)
4836
        g.ActiveIdUsingNavInputMask = 0;
4837
    else if (g.ActiveIdUsingNavInputMask != 0)
4838
    {
4839
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4840
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4841
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4842
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4843
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4844
            IM_ASSERT(0); // Other values unsupported
4845
    }
4846
#endif
4847
4848
    // Record when we have been stationary as this state is preserved while over same item.
4849
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4850
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4851
48.4k
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4852
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4853
48.4k
    else if (g.HoverItemDelayId == 0)
4854
48.4k
        g.HoverItemUnlockedStationaryId = 0;
4855
48.4k
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4856
604
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4857
47.8k
    else if (g.HoveredWindow == NULL)
4858
47.6k
        g.HoverWindowUnlockedStationaryId = 0;
4859
4860
    // Update hover delay for IsItemHovered() with delays and tooltips
4861
48.4k
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4862
48.4k
    if (g.HoverItemDelayId != 0)
4863
0
    {
4864
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4865
0
        g.HoverItemDelayClearTimer = 0.0f;
4866
0
        g.HoverItemDelayId = 0;
4867
0
    }
4868
48.4k
    else if (g.HoverItemDelayTimer > 0.0f)
4869
0
    {
4870
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4871
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4872
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4873
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4874
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4875
0
    }
4876
4877
    // Drag and drop
4878
48.4k
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4879
48.4k
    g.DragDropAcceptIdCurr = 0;
4880
48.4k
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4881
48.4k
    g.DragDropWithinSource = false;
4882
48.4k
    g.DragDropWithinTarget = false;
4883
48.4k
    g.DragDropHoldJustPressedId = 0;
4884
4885
    // Close popups on focus lost (currently wip/opt-in)
4886
    //if (g.IO.AppFocusLost)
4887
    //    ClosePopupsExceptModals();
4888
4889
    // Update keyboard input state
4890
48.4k
    UpdateKeyboardInputs();
4891
4892
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4893
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4894
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4895
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4896
4897
    // Update gamepad/keyboard navigation
4898
48.4k
    NavUpdate();
4899
4900
    // Update mouse input state
4901
48.4k
    UpdateMouseInputs();
4902
4903
    // Undocking
4904
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4905
48.4k
    DockContextNewFrameUpdateUndocking(&g);
4906
4907
    // Find hovered window
4908
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4909
48.4k
    UpdateHoveredWindowAndCaptureFlags();
4910
4911
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4912
48.4k
    UpdateMouseMovingWindowNewFrame();
4913
4914
    // Background darkening/whitening
4915
48.4k
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4916
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4917
48.4k
    else
4918
48.4k
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4919
4920
48.4k
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4921
48.4k
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4922
4923
    // Platform IME data: reset for the frame
4924
48.4k
    g.PlatformImeDataPrev = g.PlatformImeData;
4925
48.4k
    g.PlatformImeData.WantVisible = false;
4926
4927
    // Mouse wheel scrolling, scale
4928
48.4k
    UpdateMouseWheel();
4929
4930
    // Mark all windows as not visible and compact unused memory.
4931
48.4k
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4932
48.4k
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4933
48.4k
    for (ImGuiWindow* window : g.Windows)
4934
145k
    {
4935
145k
        window->WasActive = window->Active;
4936
145k
        window->Active = false;
4937
145k
        window->WriteAccessed = false;
4938
145k
        window->BeginCountPreviousFrame = window->BeginCount;
4939
145k
        window->BeginCount = 0;
4940
4941
        // Garbage collect transient buffers of recently unused windows
4942
145k
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4943
0
            GcCompactTransientWindowBuffers(window);
4944
145k
    }
4945
4946
    // Garbage collect transient buffers of recently unused tables
4947
48.4k
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4948
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4949
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4950
48.4k
    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
4951
0
        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
4952
0
            TableGcCompactTransientBuffers(&table_temp_data);
4953
48.4k
    if (g.GcCompactAll)
4954
0
        GcCompactTransientMiscBuffers();
4955
48.4k
    g.GcCompactAll = false;
4956
4957
    // Closing the focused window restore focus to the first active root window in descending z-order
4958
48.4k
    if (g.NavWindow && !g.NavWindow->WasActive)
4959
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
4960
4961
    // No window should be open at the beginning of the frame.
4962
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4963
48.4k
    g.CurrentWindowStack.resize(0);
4964
48.4k
    g.BeginPopupStack.resize(0);
4965
48.4k
    g.ItemFlagsStack.resize(0);
4966
48.4k
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4967
48.4k
    g.GroupStack.resize(0);
4968
4969
    // Docking
4970
48.4k
    DockContextNewFrameUpdateDocking(&g);
4971
4972
    // [DEBUG] Update debug features
4973
48.4k
    UpdateDebugToolItemPicker();
4974
48.4k
    UpdateDebugToolStackQueries();
4975
48.4k
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
4976
0
        g.DebugLocateId = 0;
4977
48.4k
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
4978
0
    {
4979
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
4980
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
4981
0
    }
4982
4983
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
4984
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
4985
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
4986
48.4k
    g.WithinFrameScopeWithImplicitWindow = true;
4987
48.4k
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
4988
48.4k
    Begin("Debug##Default");
4989
48.4k
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
4990
4991
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
4992
    // allowing to validate correct Begin/End behavior in user code.
4993
48.4k
    if (g.IO.ConfigDebugBeginReturnValueLoop)
4994
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
4995
48.4k
    else
4996
48.4k
        g.DebugBeginReturnValueCullDepth = -1;
4997
4998
48.4k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
4999
48.4k
}
5000
5001
// FIXME: Add a more explicit sort order in the window structure.
5002
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5003
0
{
5004
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5005
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5006
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5007
0
        return d;
5008
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5009
0
        return d;
5010
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5011
0
}
5012
5013
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5014
145k
{
5015
145k
    out_sorted_windows->push_back(window);
5016
145k
    if (window->Active)
5017
95.7k
    {
5018
95.7k
        int count = window->DC.ChildWindows.Size;
5019
95.7k
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5020
143k
        for (int i = 0; i < count; i++)
5021
47.3k
        {
5022
47.3k
            ImGuiWindow* child = window->DC.ChildWindows[i];
5023
47.3k
            if (child->Active)
5024
47.3k
                AddWindowToSortBuffer(out_sorted_windows, child);
5025
47.3k
        }
5026
95.7k
    }
5027
145k
}
5028
5029
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5030
60.9k
{
5031
60.9k
    ImGuiContext& g = *GImGui;
5032
60.9k
    ImGuiViewportP* viewport = window->Viewport;
5033
60.9k
    IM_ASSERT(viewport != NULL);
5034
60.9k
    g.IO.MetricsRenderWindows++;
5035
60.9k
    if (window->DrawList->_Splitter._Count > 1)
5036
0
        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5037
60.9k
    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5038
60.9k
    for (ImGuiWindow* child : window->DC.ChildWindows)
5039
47.3k
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5040
12.5k
            AddWindowToDrawData(child, layer);
5041
60.9k
}
5042
5043
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5044
48.4k
{
5045
48.4k
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5046
48.4k
}
5047
5048
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5049
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5050
48.4k
{
5051
48.4k
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5052
48.4k
}
5053
5054
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5055
48.4k
{
5056
48.4k
    int n = builder->Layers[0]->Size;
5057
48.4k
    int full_size = n;
5058
96.8k
    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5059
48.4k
        full_size += builder->Layers[i]->Size;
5060
48.4k
    builder->Layers[0]->resize(full_size);
5061
96.8k
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5062
48.4k
    {
5063
48.4k
        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5064
48.4k
        if (layer->empty())
5065
48.4k
            continue;
5066
0
        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5067
0
        n += layer->Size;
5068
0
        layer->resize(0);
5069
0
    }
5070
48.4k
}
5071
5072
static void InitViewportDrawData(ImGuiViewportP* viewport)
5073
48.4k
{
5074
48.4k
    ImGuiIO& io = ImGui::GetIO();
5075
48.4k
    ImDrawData* draw_data = &viewport->DrawDataP;
5076
5077
48.4k
    viewport->DrawData = draw_data; // Make publicly accessible
5078
48.4k
    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5079
48.4k
    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5080
48.4k
    viewport->DrawDataBuilder.Layers[0]->resize(0);
5081
48.4k
    viewport->DrawDataBuilder.Layers[1]->resize(0);
5082
5083
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5084
    // and to allow applications/backends to easily skip rendering.
5085
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5086
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5087
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5088
48.4k
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5089
5090
48.4k
    draw_data->Valid = true;
5091
48.4k
    draw_data->CmdListsCount = 0;
5092
48.4k
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5093
48.4k
    draw_data->DisplayPos = viewport->Pos;
5094
48.4k
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5095
48.4k
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5096
48.4k
    draw_data->OwnerViewport = viewport;
5097
48.4k
}
5098
5099
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5100
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5101
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5102
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5103
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5104
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5105
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5106
288k
{
5107
288k
    ImGuiWindow* window = GetCurrentWindow();
5108
288k
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5109
288k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5110
288k
}
5111
5112
void ImGui::PopClipRect()
5113
144k
{
5114
144k
    ImGuiWindow* window = GetCurrentWindow();
5115
144k
    window->DrawList->PopClipRect();
5116
144k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5117
144k
}
5118
5119
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5120
0
{
5121
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5122
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5123
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5124
0
    return window;
5125
0
}
5126
5127
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5128
0
{
5129
0
    if ((col & IM_COL32_A_MASK) == 0)
5130
0
        return;
5131
5132
0
    ImGuiViewportP* viewport = window->Viewport;
5133
0
    ImRect viewport_rect = viewport->GetMainRect();
5134
5135
    // Draw behind window by moving the draw command at the FRONT of the draw list
5136
0
    {
5137
        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5138
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5139
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5140
0
        draw_list->ChannelsMerge();
5141
0
        if (draw_list->CmdBuffer.Size == 0)
5142
0
            draw_list->AddDrawCmd();
5143
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5144
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5145
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5146
0
        IM_ASSERT(cmd.ElemCount == 6);
5147
0
        draw_list->CmdBuffer.pop_back();
5148
0
        draw_list->CmdBuffer.push_front(cmd);
5149
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5150
0
        draw_list->PopClipRect();
5151
0
    }
5152
5153
    // Draw over sibling docking nodes in a same docking tree
5154
0
    if (window->RootWindow->DockIsActive)
5155
0
    {
5156
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5157
0
        draw_list->ChannelsMerge();
5158
0
        if (draw_list->CmdBuffer.Size == 0)
5159
0
            draw_list->AddDrawCmd();
5160
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5161
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5162
0
        draw_list->PopClipRect();
5163
0
    }
5164
0
}
5165
5166
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5167
0
{
5168
0
    ImGuiContext& g = *GImGui;
5169
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5170
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5171
0
    {
5172
0
        ImGuiWindow* window = g.Windows[i];
5173
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5174
0
            continue;
5175
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5176
0
            break;
5177
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5178
0
            bottom_most_visible_window = window;
5179
0
    }
5180
0
    return bottom_most_visible_window;
5181
0
}
5182
5183
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5184
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5185
static void ImGui::RenderDimmedBackgrounds()
5186
48.4k
{
5187
48.4k
    ImGuiContext& g = *GImGui;
5188
48.4k
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5189
48.4k
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5190
48.4k
        return;
5191
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5192
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5193
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5194
0
        return;
5195
5196
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5197
0
    if (dim_bg_for_modal)
5198
0
    {
5199
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5200
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5201
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5202
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5203
0
    }
5204
0
    else if (dim_bg_for_window_list)
5205
0
    {
5206
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5207
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5208
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5209
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5210
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5211
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5212
5213
        // Draw border around CTRL+Tab target window
5214
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5215
0
        ImGuiViewport* viewport = window->Viewport;
5216
0
        float distance = g.FontSize;
5217
0
        ImRect bb = window->Rect();
5218
0
        bb.Expand(distance);
5219
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5220
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5221
0
        window->DrawList->ChannelsMerge();
5222
0
        if (window->DrawList->CmdBuffer.Size == 0)
5223
0
            window->DrawList->AddDrawCmd();
5224
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5225
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5226
0
        window->DrawList->PopClipRect();
5227
0
    }
5228
5229
    // Draw dimming background on _other_ viewports than the ones our windows are in
5230
0
    for (ImGuiViewportP* viewport : g.Viewports)
5231
0
    {
5232
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5233
0
            continue;
5234
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5235
0
            continue;
5236
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5237
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5238
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5239
0
    }
5240
0
}
5241
5242
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5243
void ImGui::EndFrame()
5244
96.8k
{
5245
96.8k
    ImGuiContext& g = *GImGui;
5246
96.8k
    IM_ASSERT(g.Initialized);
5247
5248
    // Don't process EndFrame() multiple times.
5249
96.8k
    if (g.FrameCountEnded == g.FrameCount)
5250
48.4k
        return;
5251
48.4k
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5252
5253
48.4k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5254
5255
48.4k
    ErrorCheckEndFrameSanityChecks();
5256
5257
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5258
48.4k
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5259
48.4k
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5260
0
    {
5261
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5262
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5263
0
        if (viewport == NULL)
5264
0
            viewport = GetMainViewport();
5265
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5266
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5267
        {
5268
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5269
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5270
            viewport->PlatformHandleRaw = NULL;
5271
        }
5272
        else
5273
#endif
5274
0
        {
5275
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5276
0
        }
5277
0
    }
5278
5279
    // Hide implicit/fallback "Debug" window if it hasn't been used
5280
48.4k
    g.WithinFrameScopeWithImplicitWindow = false;
5281
48.4k
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5282
48.4k
        g.CurrentWindow->Active = false;
5283
48.4k
    End();
5284
5285
    // Update navigation: CTRL+Tab, wrap-around requests
5286
48.4k
    NavEndFrame();
5287
5288
    // Update docking
5289
48.4k
    DockContextEndFrame(&g);
5290
5291
48.4k
    SetCurrentViewport(NULL, NULL);
5292
5293
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5294
48.4k
    if (g.DragDropActive)
5295
4
    {
5296
4
        bool is_delivered = g.DragDropPayload.Delivery;
5297
4
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5298
4
        if (is_delivered || is_elapsed)
5299
1
            ClearDragDrop();
5300
4
    }
5301
5302
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5303
48.4k
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5304
0
    {
5305
0
        g.DragDropWithinSource = true;
5306
0
        SetTooltip("...");
5307
0
        g.DragDropWithinSource = false;
5308
0
    }
5309
5310
    // End frame
5311
48.4k
    g.WithinFrameScope = false;
5312
48.4k
    g.FrameCountEnded = g.FrameCount;
5313
5314
    // Initiate moving window + handle left-click and right-click focus
5315
48.4k
    UpdateMouseMovingWindowEndFrame();
5316
5317
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5318
48.4k
    UpdateViewportsEndFrame();
5319
5320
    // Sort the window list so that all child windows are after their parent
5321
    // We cannot do that on FocusWindow() because children may not exist yet
5322
48.4k
    g.WindowsTempSortBuffer.resize(0);
5323
48.4k
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5324
48.4k
    for (ImGuiWindow* window : g.Windows)
5325
145k
    {
5326
145k
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5327
47.3k
            continue;
5328
97.9k
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5329
97.9k
    }
5330
5331
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5332
48.4k
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5333
48.4k
    g.Windows.swap(g.WindowsTempSortBuffer);
5334
48.4k
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5335
5336
    // Unlock font atlas
5337
48.4k
    g.IO.Fonts->Locked = false;
5338
5339
    // Clear Input data for next frame
5340
48.4k
    g.IO.AppFocusLost = false;
5341
48.4k
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5342
48.4k
    g.IO.InputQueueCharacters.resize(0);
5343
5344
48.4k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5345
48.4k
}
5346
5347
// Prepare the data for rendering so you can call GetDrawData()
5348
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5349
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5350
void ImGui::Render()
5351
48.4k
{
5352
48.4k
    ImGuiContext& g = *GImGui;
5353
48.4k
    IM_ASSERT(g.Initialized);
5354
5355
48.4k
    if (g.FrameCountEnded != g.FrameCount)
5356
48.4k
        EndFrame();
5357
48.4k
    if (g.FrameCountRendered == g.FrameCount)
5358
0
        return;
5359
48.4k
    g.FrameCountRendered = g.FrameCount;
5360
5361
48.4k
    g.IO.MetricsRenderWindows = 0;
5362
48.4k
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5363
5364
    // Add background ImDrawList (for each active viewport)
5365
48.4k
    for (ImGuiViewportP* viewport : g.Viewports)
5366
48.4k
    {
5367
48.4k
        InitViewportDrawData(viewport);
5368
48.4k
        if (viewport->BgFgDrawLists[0] != NULL)
5369
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5370
48.4k
    }
5371
5372
    // Draw modal/window whitening backgrounds
5373
48.4k
    RenderDimmedBackgrounds();
5374
5375
    // Add ImDrawList to render
5376
48.4k
    ImGuiWindow* windows_to_render_top_most[2];
5377
48.4k
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5378
48.4k
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5379
48.4k
    for (ImGuiWindow* window : g.Windows)
5380
145k
    {
5381
145k
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5382
145k
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5383
48.4k
            AddRootWindowToDrawData(window);
5384
145k
    }
5385
145k
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5386
96.8k
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5387
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5388
5389
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5390
48.4k
    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
5391
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5392
5393
    // Setup ImDrawData structures for end-user
5394
48.4k
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5395
48.4k
    for (ImGuiViewportP* viewport : g.Viewports)
5396
48.4k
    {
5397
48.4k
        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
5398
5399
        // Add foreground ImDrawList (for each active viewport)
5400
48.4k
        if (viewport->BgFgDrawLists[1] != NULL)
5401
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5402
5403
        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
5404
48.4k
        ImDrawData* draw_data = &viewport->DrawDataP;
5405
48.4k
        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
5406
48.4k
        for (ImDrawList* draw_list : draw_data->CmdLists)
5407
60.6k
            draw_list->_PopUnusedDrawCmd();
5408
5409
48.4k
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5410
48.4k
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5411
48.4k
    }
5412
5413
48.4k
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5414
48.4k
}
5415
5416
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5417
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5418
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5419
96.8k
{
5420
96.8k
    ImGuiContext& g = *GImGui;
5421
5422
96.8k
    const char* text_display_end;
5423
96.8k
    if (hide_text_after_double_hash)
5424
96.8k
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5425
0
    else
5426
0
        text_display_end = text_end;
5427
5428
96.8k
    ImFont* font = g.Font;
5429
96.8k
    const float font_size = g.FontSize;
5430
96.8k
    if (text == text_display_end)
5431
0
        return ImVec2(0.0f, font_size);
5432
96.8k
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5433
5434
    // Round
5435
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5436
    // FIXME: Investigate using ceilf or e.g.
5437
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5438
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5439
96.8k
    text_size.x = IM_FLOOR(text_size.x + 0.99999f);
5440
5441
96.8k
    return text_size;
5442
96.8k
}
5443
5444
// Find window given position, search front-to-back
5445
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5446
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5447
// called, aka before the next Begin(). Moving window isn't affected.
5448
static void FindHoveredWindow()
5449
48.4k
{
5450
48.4k
    ImGuiContext& g = *GImGui;
5451
5452
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5453
48.4k
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5454
48.4k
    if (g.MovingWindow)
5455
69
        g.MovingWindow->Viewport = g.MouseViewport;
5456
5457
48.4k
    ImGuiWindow* hovered_window = NULL;
5458
48.4k
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5459
48.4k
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5460
69
        hovered_window = g.MovingWindow;
5461
5462
48.4k
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5463
48.4k
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5464
192k
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5465
144k
    {
5466
144k
        ImGuiWindow* window = g.Windows[i];
5467
144k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5468
144k
        if (!window->Active || window->Hidden)
5469
83.5k
            continue;
5470
60.9k
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5471
0
            continue;
5472
60.9k
        IM_ASSERT(window->Viewport);
5473
60.9k
        if (window->Viewport != g.MouseViewport)
5474
0
            continue;
5475
5476
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5477
60.9k
        ImRect bb(window->OuterRectClipped);
5478
60.9k
        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
5479
12.5k
            bb.Expand(padding_regular);
5480
48.4k
        else
5481
48.4k
            bb.Expand(padding_for_resize);
5482
60.9k
        if (!bb.Contains(g.IO.MousePos))
5483
60.2k
            continue;
5484
5485
        // Support for one rectangular hole in any given window
5486
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5487
746
        if (window->HitTestHoleSize.x != 0)
5488
0
        {
5489
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5490
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5491
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5492
0
                continue;
5493
0
        }
5494
5495
746
        if (hovered_window == NULL)
5496
692
            hovered_window = window;
5497
746
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5498
746
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5499
692
            hovered_window_ignoring_moving_window = window;
5500
746
        if (hovered_window && hovered_window_ignoring_moving_window)
5501
692
            break;
5502
746
    }
5503
5504
48.4k
    g.HoveredWindow = hovered_window;
5505
48.4k
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5506
5507
48.4k
    if (g.MovingWindow)
5508
69
        g.MovingWindow->Viewport = moving_window_viewport;
5509
48.4k
}
5510
5511
bool ImGui::IsItemActive()
5512
96.8k
{
5513
96.8k
    ImGuiContext& g = *GImGui;
5514
96.8k
    if (g.ActiveId)
5515
110
        return g.ActiveId == g.LastItemData.ID;
5516
96.7k
    return false;
5517
96.8k
}
5518
5519
bool ImGui::IsItemActivated()
5520
0
{
5521
0
    ImGuiContext& g = *GImGui;
5522
0
    if (g.ActiveId)
5523
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5524
0
            return true;
5525
0
    return false;
5526
0
}
5527
5528
bool ImGui::IsItemDeactivated()
5529
0
{
5530
0
    ImGuiContext& g = *GImGui;
5531
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5532
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5533
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5534
0
}
5535
5536
bool ImGui::IsItemDeactivatedAfterEdit()
5537
0
{
5538
0
    ImGuiContext& g = *GImGui;
5539
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5540
0
}
5541
5542
// == GetItemID() == GetFocusID()
5543
bool ImGui::IsItemFocused()
5544
0
{
5545
0
    ImGuiContext& g = *GImGui;
5546
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5547
0
        return false;
5548
5549
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5550
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5551
0
    ImGuiWindow* window = g.CurrentWindow;
5552
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5553
0
        return false;
5554
5555
0
    return true;
5556
0
}
5557
5558
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5559
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5560
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5561
0
{
5562
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5563
0
}
5564
5565
bool ImGui::IsItemToggledOpen()
5566
0
{
5567
0
    ImGuiContext& g = *GImGui;
5568
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5569
0
}
5570
5571
bool ImGui::IsItemToggledSelection()
5572
0
{
5573
0
    ImGuiContext& g = *GImGui;
5574
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5575
0
}
5576
5577
bool ImGui::IsAnyItemHovered()
5578
0
{
5579
0
    ImGuiContext& g = *GImGui;
5580
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5581
0
}
5582
5583
bool ImGui::IsAnyItemActive()
5584
0
{
5585
0
    ImGuiContext& g = *GImGui;
5586
0
    return g.ActiveId != 0;
5587
0
}
5588
5589
bool ImGui::IsAnyItemFocused()
5590
0
{
5591
0
    ImGuiContext& g = *GImGui;
5592
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5593
0
}
5594
5595
bool ImGui::IsItemVisible()
5596
0
{
5597
0
    ImGuiContext& g = *GImGui;
5598
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5599
0
}
5600
5601
bool ImGui::IsItemEdited()
5602
0
{
5603
0
    ImGuiContext& g = *GImGui;
5604
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5605
0
}
5606
5607
// Allow next item to be overlapped by subsequent items.
5608
// This works by requiring HoveredId to match for two subsequent frames,
5609
// so if a following items overwrite it our interactions will naturally be disabled.
5610
void ImGui::SetNextItemAllowOverlap()
5611
0
{
5612
0
    ImGuiContext& g = *GImGui;
5613
0
    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
5614
0
}
5615
5616
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5617
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5618
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
5619
void ImGui::SetItemAllowOverlap()
5620
{
5621
    ImGuiContext& g = *GImGui;
5622
    ImGuiID id = g.LastItemData.ID;
5623
    if (g.HoveredId == id)
5624
        g.HoveredIdAllowOverlap = true;
5625
    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
5626
        g.ActiveIdAllowOverlap = true;
5627
}
5628
#endif
5629
5630
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5631
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5632
69
{
5633
69
    ImGuiContext& g = *GImGui;
5634
69
    IM_ASSERT(g.ActiveId != 0);
5635
69
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5636
69
    g.ActiveIdUsingAllKeyboardKeys = true;
5637
69
    NavMoveRequestCancel();
5638
69
}
5639
5640
ImGuiID ImGui::GetItemID()
5641
0
{
5642
0
    ImGuiContext& g = *GImGui;
5643
0
    return g.LastItemData.ID;
5644
0
}
5645
5646
ImVec2 ImGui::GetItemRectMin()
5647
0
{
5648
0
    ImGuiContext& g = *GImGui;
5649
0
    return g.LastItemData.Rect.Min;
5650
0
}
5651
5652
ImVec2 ImGui::GetItemRectMax()
5653
0
{
5654
0
    ImGuiContext& g = *GImGui;
5655
0
    return g.LastItemData.Rect.Max;
5656
0
}
5657
5658
ImVec2 ImGui::GetItemRectSize()
5659
0
{
5660
0
    ImGuiContext& g = *GImGui;
5661
0
    return g.LastItemData.Rect.GetSize();
5662
0
}
5663
5664
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
5665
47.3k
{
5666
47.3k
    ImGuiContext& g = *GImGui;
5667
47.3k
    ImGuiWindow* parent_window = g.CurrentWindow;
5668
5669
47.3k
    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
5670
47.3k
    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
5671
5672
    // Size
5673
47.3k
    const ImVec2 content_avail = GetContentRegionAvail();
5674
47.3k
    ImVec2 size = ImFloor(size_arg);
5675
47.3k
    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
5676
47.3k
    if (size.x <= 0.0f)
5677
44.7k
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
5678
47.3k
    if (size.y <= 0.0f)
5679
42.4k
        size.y = ImMax(content_avail.y + size.y, 4.0f);
5680
47.3k
    SetNextWindowSize(size);
5681
5682
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5683
47.3k
    const char* temp_window_name;
5684
47.3k
    if (name)
5685
47.3k
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5686
0
    else
5687
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5688
5689
47.3k
    const float backup_border_size = g.Style.ChildBorderSize;
5690
47.3k
    if (!border)
5691
31.5k
        g.Style.ChildBorderSize = 0.0f;
5692
47.3k
    bool ret = Begin(temp_window_name, NULL, flags);
5693
47.3k
    g.Style.ChildBorderSize = backup_border_size;
5694
5695
47.3k
    ImGuiWindow* child_window = g.CurrentWindow;
5696
47.3k
    child_window->ChildId = id;
5697
47.3k
    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
5698
5699
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5700
    // While this is not really documented/defined, it seems that the expected thing to do.
5701
47.3k
    if (child_window->BeginCount == 1)
5702
47.3k
        parent_window->DC.CursorPos = child_window->Pos;
5703
5704
    // Process navigation-in immediately so NavInit can run on first frame
5705
    // Can enter a child if (A) it has navigatable items or (B) it can be scrolled.
5706
47.3k
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5707
47.3k
    if (g.ActiveId == temp_id_for_activation)
5708
0
        ClearActiveID();
5709
47.3k
    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5710
2
    {
5711
2
        FocusWindow(child_window);
5712
2
        NavInitWindow(child_window, false);
5713
2
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5714
2
        g.ActiveIdSource = g.NavInputSource;
5715
2
    }
5716
47.3k
    return ret;
5717
47.3k
}
5718
5719
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5720
47.3k
{
5721
47.3k
    ImGuiWindow* window = GetCurrentWindow();
5722
47.3k
    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
5723
47.3k
}
5724
5725
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5726
0
{
5727
0
    IM_ASSERT(id != 0);
5728
0
    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
5729
0
}
5730
5731
void ImGui::EndChild()
5732
47.3k
{
5733
47.3k
    ImGuiContext& g = *GImGui;
5734
47.3k
    ImGuiWindow* window = g.CurrentWindow;
5735
5736
47.3k
    IM_ASSERT(g.WithinEndChild == false);
5737
47.3k
    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5738
5739
47.3k
    g.WithinEndChild = true;
5740
47.3k
    if (window->BeginCount > 1)
5741
0
    {
5742
0
        End();
5743
0
    }
5744
47.3k
    else
5745
47.3k
    {
5746
47.3k
        ImVec2 sz = window->Size;
5747
47.3k
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
5748
44.7k
            sz.x = ImMax(4.0f, sz.x);
5749
47.3k
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
5750
42.4k
            sz.y = ImMax(4.0f, sz.y);
5751
47.3k
        End();
5752
5753
47.3k
        ImGuiWindow* parent_window = g.CurrentWindow;
5754
47.3k
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
5755
47.3k
        ItemSize(sz);
5756
47.3k
        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavWindowHasScrollY) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
5757
15.5k
        {
5758
15.5k
            ItemAdd(bb, window->ChildId);
5759
15.5k
            RenderNavHighlight(bb, window->ChildId);
5760
5761
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5762
15.5k
            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
5763
13.4k
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5764
15.5k
        }
5765
31.7k
        else
5766
31.7k
        {
5767
            // Not navigable into
5768
31.7k
            ItemAdd(bb, 0);
5769
5770
            // But when flattened we directly reach items, adjust active layer mask accordingly
5771
31.7k
            if (window->Flags & ImGuiWindowFlags_NavFlattened)
5772
0
                parent_window->DC.NavLayersActiveMaskNext |= window->DC.NavLayersActiveMaskNext;
5773
31.7k
        }
5774
47.3k
        if (g.HoveredWindow == window)
5775
4
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5776
47.3k
    }
5777
47.3k
    g.WithinEndChild = false;
5778
47.3k
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5779
47.3k
}
5780
5781
// Helper to create a child window / scrolling region that looks like a normal widget frame.
5782
bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5783
0
{
5784
0
    ImGuiContext& g = *GImGui;
5785
0
    const ImGuiStyle& style = g.Style;
5786
0
    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5787
0
    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5788
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5789
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5790
0
    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
5791
0
    PopStyleVar(3);
5792
0
    PopStyleColor();
5793
0
    return ret;
5794
0
}
5795
5796
void ImGui::EndChildFrame()
5797
0
{
5798
0
    EndChild();
5799
0
}
5800
5801
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5802
8
{
5803
8
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5804
8
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5805
8
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5806
8
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5807
8
}
5808
5809
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5810
144k
{
5811
144k
    ImGuiContext& g = *GImGui;
5812
144k
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5813
144k
}
5814
5815
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5816
144k
{
5817
144k
    ImGuiID id = ImHashStr(name);
5818
144k
    return FindWindowByID(id);
5819
144k
}
5820
5821
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5822
0
{
5823
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5824
0
    window->ViewportPos = main_viewport->Pos;
5825
0
    if (settings->ViewportId)
5826
0
    {
5827
0
        window->ViewportId = settings->ViewportId;
5828
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5829
0
    }
5830
0
    window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5831
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5832
0
        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
5833
0
    window->Collapsed = settings->Collapsed;
5834
0
    window->DockId = settings->DockId;
5835
0
    window->DockOrder = settings->DockOrder;
5836
0
}
5837
5838
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5839
144k
{
5840
144k
    ImGuiContext& g = *GImGui;
5841
5842
144k
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5843
144k
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5844
144k
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5845
2
    {
5846
2
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5847
2
        g.WindowsFocusOrder.push_back(window);
5848
2
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5849
2
    }
5850
144k
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5851
0
    {
5852
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5853
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5854
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5855
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5856
0
        window->FocusOrder = -1;
5857
0
    }
5858
144k
    window->IsExplicitChild = new_is_explicit_child;
5859
144k
}
5860
5861
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5862
3
{
5863
    // Initial window state with e.g. default/arbitrary window position
5864
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5865
3
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5866
3
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5867
3
    window->Size = window->SizeFull = ImVec2(0, 0);
5868
3
    window->ViewportPos = main_viewport->Pos;
5869
3
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5870
5871
3
    if (settings != NULL)
5872
0
    {
5873
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5874
0
        ApplyWindowSettings(window, settings);
5875
0
    }
5876
3
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5877
5878
3
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5879
0
    {
5880
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5881
0
        window->AutoFitOnlyGrows = false;
5882
0
    }
5883
3
    else
5884
3
    {
5885
3
        if (window->Size.x <= 0.0f)
5886
3
            window->AutoFitFramesX = 2;
5887
3
        if (window->Size.y <= 0.0f)
5888
3
            window->AutoFitFramesY = 2;
5889
3
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5890
3
    }
5891
3
}
5892
5893
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5894
3
{
5895
    // Create window the first time
5896
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5897
3
    ImGuiContext& g = *GImGui;
5898
3
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5899
3
    window->Flags = flags;
5900
3
    g.WindowsById.SetVoidPtr(window->ID, window);
5901
5902
3
    ImGuiWindowSettings* settings = NULL;
5903
3
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5904
2
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5905
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5906
5907
3
    InitOrLoadWindowSettings(window, settings);
5908
5909
3
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5910
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5911
3
    else
5912
3
        g.Windows.push_back(window);
5913
5914
3
    return window;
5915
3
}
5916
5917
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5918
0
{
5919
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5920
0
}
5921
5922
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5923
193k
{
5924
193k
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5925
193k
}
5926
5927
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5928
288k
{
5929
288k
    ImGuiContext& g = *GImGui;
5930
288k
    ImVec2 new_size = size_desired;
5931
288k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5932
0
    {
5933
        // Using -1,-1 on either X/Y axis to preserve the current size.
5934
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
5935
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5936
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5937
0
        if (g.NextWindowData.SizeCallback)
5938
0
        {
5939
0
            ImGuiSizeCallbackData data;
5940
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
5941
0
            data.Pos = window->Pos;
5942
0
            data.CurrentSize = window->SizeFull;
5943
0
            data.DesiredSize = new_size;
5944
0
            g.NextWindowData.SizeCallback(&data);
5945
0
            new_size = data.DesiredSize;
5946
0
        }
5947
0
        new_size.x = IM_FLOOR(new_size.x);
5948
0
        new_size.y = IM_FLOOR(new_size.y);
5949
0
    }
5950
5951
    // Minimum size
5952
288k
    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
5953
193k
    {
5954
193k
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5955
193k
        new_size = ImMax(new_size, g.Style.WindowMinSize);
5956
193k
        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);
5957
193k
        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows
5958
193k
    }
5959
288k
    return new_size;
5960
288k
}
5961
5962
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
5963
144k
{
5964
144k
    bool preserve_old_content_sizes = false;
5965
144k
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
5966
1.11k
        preserve_old_content_sizes = true;
5967
143k
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
5968
34.7k
        preserve_old_content_sizes = true;
5969
144k
    if (preserve_old_content_sizes)
5970
35.8k
    {
5971
35.8k
        *content_size_current = window->ContentSize;
5972
35.8k
        *content_size_ideal = window->ContentSizeIdeal;
5973
35.8k
        return;
5974
35.8k
    }
5975
5976
108k
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
5977
108k
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
5978
108k
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
5979
108k
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
5980
108k
}
5981
5982
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
5983
144k
{
5984
144k
    ImGuiContext& g = *GImGui;
5985
144k
    ImGuiStyle& style = g.Style;
5986
144k
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
5987
144k
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
5988
144k
    ImVec2 size_pad = window->WindowPadding * 2.0f;
5989
144k
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
5990
144k
    if (window->Flags & ImGuiWindowFlags_Tooltip)
5991
0
    {
5992
        // Tooltip always resize
5993
0
        return size_desired;
5994
0
    }
5995
144k
    else
5996
144k
    {
5997
        // Maximum window size is determined by the viewport size or monitor size
5998
144k
        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
5999
144k
        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
6000
144k
        ImVec2 size_min = style.WindowMinSize;
6001
144k
        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
6002
0
            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
6003
6004
144k
        ImVec2 avail_size = window->Viewport->WorkSize;
6005
144k
        if (window->ViewportOwned)
6006
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
6007
144k
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
6008
144k
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
6009
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
6010
144k
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
6011
6012
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
6013
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
6014
144k
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6015
144k
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
6016
144k
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
6017
144k
        if (will_have_scrollbar_x)
6018
47.3k
            size_auto_fit.y += style.ScrollbarSize;
6019
144k
        if (will_have_scrollbar_y)
6020
61
            size_auto_fit.x += style.ScrollbarSize;
6021
144k
        return size_auto_fit;
6022
144k
    }
6023
144k
}
6024
6025
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
6026
0
{
6027
0
    ImVec2 size_contents_current;
6028
0
    ImVec2 size_contents_ideal;
6029
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
6030
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
6031
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6032
0
    return size_final;
6033
0
}
6034
6035
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
6036
143k
{
6037
143k
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
6038
0
        return ImGuiCol_PopupBg;
6039
143k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
6040
47.3k
        return ImGuiCol_ChildBg;
6041
95.7k
    return ImGuiCol_WindowBg;
6042
143k
}
6043
6044
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
6045
0
{
6046
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
6047
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
6048
0
    ImVec2 size_expected = pos_max - pos_min;
6049
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
6050
0
    *out_pos = pos_min;
6051
0
    if (corner_norm.x == 0.0f)
6052
0
        out_pos->x -= (size_constrained.x - size_expected.x);
6053
0
    if (corner_norm.y == 0.0f)
6054
0
        out_pos->y -= (size_constrained.y - size_expected.y);
6055
0
    *out_size = size_constrained;
6056
0
}
6057
6058
// Data for resizing from corner
6059
struct ImGuiResizeGripDef
6060
{
6061
    ImVec2  CornerPosN;
6062
    ImVec2  InnerDir;
6063
    int     AngleMin12, AngleMax12;
6064
};
6065
static const ImGuiResizeGripDef resize_grip_def[4] =
6066
{
6067
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6068
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6069
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6070
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6071
};
6072
6073
// Data for resizing from borders
6074
struct ImGuiResizeBorderDef
6075
{
6076
    ImVec2 InnerDir;
6077
    ImVec2 SegmentN1, SegmentN2;
6078
    float  OuterAngle;
6079
};
6080
static const ImGuiResizeBorderDef resize_border_def[4] =
6081
{
6082
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6083
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6084
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6085
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6086
};
6087
6088
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6089
0
{
6090
0
    ImRect rect = window->Rect();
6091
0
    if (thickness == 0.0f)
6092
0
        rect.Max -= ImVec2(1, 1);
6093
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6094
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6095
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6096
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6097
0
    IM_ASSERT(0);
6098
0
    return ImRect();
6099
0
}
6100
6101
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6102
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6103
0
{
6104
0
    IM_ASSERT(n >= 0 && n < 4);
6105
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6106
0
    id = ImHashStr("#RESIZE", 0, id);
6107
0
    id = ImHashData(&n, sizeof(int), id);
6108
0
    return id;
6109
0
}
6110
6111
// Borders (Left, Right, Up, Down)
6112
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6113
0
{
6114
0
    IM_ASSERT(dir >= 0 && dir < 4);
6115
0
    int n = (int)dir + 4;
6116
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6117
0
    id = ImHashStr("#RESIZE", 0, id);
6118
0
    id = ImHashData(&n, sizeof(int), id);
6119
0
    return id;
6120
0
}
6121
6122
// Handle resize for: Resize Grips, Borders, Gamepad
6123
// Return true when using auto-fit (double-click on resize grip)
6124
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6125
143k
{
6126
143k
    ImGuiContext& g = *GImGui;
6127
143k
    ImGuiWindowFlags flags = window->Flags;
6128
6129
143k
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6130
47.3k
        return false;
6131
95.7k
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6132
48.4k
        return false;
6133
6134
47.3k
    bool ret_auto_fit = false;
6135
47.3k
    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
6136
47.3k
    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6137
47.3k
    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
6138
47.3k
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6139
6140
47.3k
    ImRect clamp_rect = visibility_rect;
6141
47.3k
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6142
47.3k
    if (window_move_from_title_bar)
6143
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6144
6145
47.3k
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6146
47.3k
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6147
6148
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6149
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6150
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6151
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6152
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6153
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6154
47.3k
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6155
47.3k
    if (clip_with_viewport_rect)
6156
47.3k
        window->ClipRect = window->Viewport->GetMainRect();
6157
6158
    // Resize grips and borders are on layer 1
6159
47.3k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6160
6161
    // Manual resize grips
6162
47.3k
    PushID("#RESIZE");
6163
94.6k
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6164
47.3k
    {
6165
47.3k
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6166
47.3k
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6167
6168
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6169
47.3k
        bool hovered, held;
6170
47.3k
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6171
47.3k
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6172
47.3k
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6173
47.3k
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6174
47.3k
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6175
47.3k
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6176
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6177
47.3k
        if (hovered || held)
6178
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6179
6180
47.3k
        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)
6181
0
        {
6182
            // Manual auto-fit when double-clicking
6183
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6184
0
            ret_auto_fit = true;
6185
0
            ClearActiveID();
6186
0
        }
6187
47.3k
        else if (held)
6188
0
        {
6189
            // Resize from any of the four corners
6190
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6191
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6192
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6193
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6194
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6195
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6196
0
        }
6197
6198
        // Only lower-left grip is visible before hovering/activating
6199
47.3k
        if (resize_grip_n == 0 || held || hovered)
6200
47.3k
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6201
47.3k
    }
6202
47.3k
    for (int border_n = 0; border_n < resize_border_count; border_n++)
6203
0
    {
6204
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6205
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6206
6207
0
        bool hovered, held;
6208
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6209
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6210
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6211
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6212
        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6213
0
        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
6214
0
        {
6215
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6216
0
            if (held)
6217
0
                *border_held = border_n;
6218
0
        }
6219
0
        if (held)
6220
0
        {
6221
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6222
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6223
0
            ImVec2 border_target = window->Pos;
6224
0
            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
6225
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6226
0
            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6227
0
        }
6228
0
    }
6229
47.3k
    PopID();
6230
6231
    // Restore nav layer
6232
47.3k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6233
6234
    // Navigation resize (keyboard/gamepad)
6235
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6236
    // Not even sure the callback works here.
6237
47.3k
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6238
0
    {
6239
0
        ImVec2 nav_resize_dir;
6240
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6241
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6242
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6243
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6244
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6245
0
        {
6246
0
            const float NAV_RESIZE_SPEED = 600.0f;
6247
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6248
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6249
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6250
0
            g.NavWindowingToggleLayer = false;
6251
0
            g.NavDisableMouseHover = true;
6252
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6253
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
6254
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6255
0
            {
6256
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6257
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6258
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6259
0
            }
6260
0
        }
6261
0
    }
6262
6263
    // Apply back modified position/size to window
6264
47.3k
    if (size_target.x != FLT_MAX)
6265
0
    {
6266
0
        window->SizeFull = size_target;
6267
0
        MarkIniSettingsDirty(window);
6268
0
    }
6269
47.3k
    if (pos_target.x != FLT_MAX)
6270
0
    {
6271
0
        window->Pos = ImFloor(pos_target);
6272
0
        MarkIniSettingsDirty(window);
6273
0
    }
6274
6275
47.3k
    window->Size = window->SizeFull;
6276
47.3k
    return ret_auto_fit;
6277
95.7k
}
6278
6279
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6280
96.8k
{
6281
96.8k
    ImGuiContext& g = *GImGui;
6282
96.8k
    ImVec2 size_for_clamping = window->Size;
6283
96.8k
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6284
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6285
96.8k
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6286
96.8k
}
6287
6288
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6289
143k
{
6290
143k
    ImGuiContext& g = *GImGui;
6291
143k
    float rounding = window->WindowRounding;
6292
143k
    float border_size = window->WindowBorderSize;
6293
143k
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6294
111k
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6295
6296
143k
    int border_held = window->ResizeBorderHeld;
6297
143k
    if (border_held != -1)
6298
0
    {
6299
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_held];
6300
0
        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
6301
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6302
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6303
0
        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
6304
0
    }
6305
143k
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6306
0
    {
6307
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6308
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6309
0
    }
6310
143k
}
6311
6312
// Draw background and borders
6313
// Draw and handle scrollbars
6314
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6315
144k
{
6316
144k
    ImGuiContext& g = *GImGui;
6317
144k
    ImGuiStyle& style = g.Style;
6318
144k
    ImGuiWindowFlags flags = window->Flags;
6319
6320
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6321
144k
    IM_ASSERT(window->BeginCount == 0);
6322
144k
    window->SkipItems = false;
6323
6324
    // Draw window + handle manual resize
6325
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6326
144k
    const float window_rounding = window->WindowRounding;
6327
144k
    const float window_border_size = window->WindowBorderSize;
6328
144k
    if (window->Collapsed)
6329
1.11k
    {
6330
        // Title bar only
6331
1.11k
        const float backup_border_size = style.FrameBorderSize;
6332
1.11k
        g.Style.FrameBorderSize = window->WindowBorderSize;
6333
1.11k
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6334
1.11k
        if (window->ViewportOwned)
6335
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6336
1.11k
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6337
1.11k
        g.Style.FrameBorderSize = backup_border_size;
6338
1.11k
    }
6339
143k
    else
6340
143k
    {
6341
        // Window background
6342
143k
        if (!(flags & ImGuiWindowFlags_NoBackground))
6343
143k
        {
6344
143k
            bool is_docking_transparent_payload = false;
6345
143k
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6346
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6347
0
                    is_docking_transparent_payload = true;
6348
6349
143k
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6350
143k
            if (window->ViewportOwned)
6351
0
            {
6352
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6353
0
                if (is_docking_transparent_payload)
6354
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6355
0
            }
6356
143k
            else
6357
143k
            {
6358
                // Adjust alpha. For docking
6359
143k
                bool override_alpha = false;
6360
143k
                float alpha = 1.0f;
6361
143k
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6362
0
                {
6363
0
                    alpha = g.NextWindowData.BgAlphaVal;
6364
0
                    override_alpha = true;
6365
0
                }
6366
143k
                if (is_docking_transparent_payload)
6367
0
                {
6368
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6369
0
                    override_alpha = true;
6370
0
                }
6371
143k
                if (override_alpha)
6372
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6373
143k
            }
6374
6375
            // Render, for docked windows and host windows we ensure bg goes before decorations
6376
143k
            if (window->DockIsActive)
6377
0
                window->DockNode->LastBgColor = bg_col;
6378
143k
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6379
143k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6380
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6381
143k
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6382
143k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6383
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6384
143k
        }
6385
143k
        if (window->DockIsActive)
6386
0
            window->DockNode->IsBgDrawnThisFrame = true;
6387
6388
        // Title bar
6389
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6390
        // in order for their pos/size to be matching their undocking state.)
6391
143k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6392
95.7k
        {
6393
95.7k
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6394
95.7k
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6395
95.7k
        }
6396
6397
        // Menu bar
6398
143k
        if (flags & ImGuiWindowFlags_MenuBar)
6399
0
        {
6400
0
            ImRect menu_bar_rect = window->MenuBarRect();
6401
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6402
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6403
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6404
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6405
0
        }
6406
6407
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6408
143k
        ImGuiDockNode* node = window->DockNode;
6409
143k
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6410
0
        {
6411
0
            float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
6412
0
            float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
6413
0
            ImVec2 p = node->Pos;
6414
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6415
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6416
0
            KeepAliveID(unhide_id);
6417
0
            bool hovered, held;
6418
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6419
0
                node->WantHiddenTabBarToggle = true;
6420
0
            else if (held && IsMouseDragging(0))
6421
0
                StartMouseMovingWindowOrNode(window, node, true);
6422
6423
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6424
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6425
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6426
0
        }
6427
6428
        // Scrollbars
6429
143k
        if (window->ScrollbarX)
6430
47.3k
            Scrollbar(ImGuiAxis_X);
6431
143k
        if (window->ScrollbarY)
6432
6.13k
            Scrollbar(ImGuiAxis_Y);
6433
6434
        // Render resize grips (after their input handling so we don't have a frame of latency)
6435
143k
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6436
95.7k
        {
6437
191k
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6438
95.7k
            {
6439
95.7k
                const ImU32 col = resize_grip_col[resize_grip_n];
6440
95.7k
                if ((col & IM_COL32_A_MASK) == 0)
6441
48.4k
                    continue;
6442
47.3k
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6443
47.3k
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6444
47.3k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6445
47.3k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6446
47.3k
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6447
47.3k
                window->DrawList->PathFillConvex(col);
6448
47.3k
            }
6449
95.7k
        }
6450
6451
        // Borders (for dock node host they will be rendered over after the tab bar)
6452
143k
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6453
143k
            RenderWindowOuterBorders(window);
6454
143k
    }
6455
144k
}
6456
6457
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6458
// Render title text, collapse button, close button
6459
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6460
96.8k
{
6461
96.8k
    ImGuiContext& g = *GImGui;
6462
96.8k
    ImGuiStyle& style = g.Style;
6463
96.8k
    ImGuiWindowFlags flags = window->Flags;
6464
6465
96.8k
    const bool has_close_button = (p_open != NULL);
6466
96.8k
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6467
6468
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6469
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6470
96.8k
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6471
96.8k
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6472
96.8k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6473
6474
    // Layout buttons
6475
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6476
96.8k
    float pad_l = style.FramePadding.x;
6477
96.8k
    float pad_r = style.FramePadding.x;
6478
96.8k
    float button_sz = g.FontSize;
6479
96.8k
    ImVec2 close_button_pos;
6480
96.8k
    ImVec2 collapse_button_pos;
6481
96.8k
    if (has_close_button)
6482
0
    {
6483
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6484
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6485
0
    }
6486
96.8k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6487
0
    {
6488
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6489
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6490
0
    }
6491
96.8k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6492
96.8k
    {
6493
96.8k
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
6494
96.8k
        pad_l += button_sz + style.ItemInnerSpacing.x;
6495
96.8k
    }
6496
6497
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6498
96.8k
    if (has_collapse_button)
6499
96.8k
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6500
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6501
6502
    // Close button
6503
96.8k
    if (has_close_button)
6504
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6505
0
            *p_open = false;
6506
6507
96.8k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6508
96.8k
    g.CurrentItemFlags = item_flags_backup;
6509
6510
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6511
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6512
96.8k
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6513
96.8k
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6514
6515
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6516
    // while uncentered title text will still reach edges correctly.
6517
96.8k
    if (pad_l > style.FramePadding.x)
6518
96.8k
        pad_l += g.Style.ItemInnerSpacing.x;
6519
96.8k
    if (pad_r > style.FramePadding.x)
6520
0
        pad_r += g.Style.ItemInnerSpacing.x;
6521
96.8k
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6522
0
    {
6523
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6524
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6525
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6526
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6527
0
    }
6528
6529
96.8k
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6530
96.8k
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6531
96.8k
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6532
0
    {
6533
0
        ImVec2 marker_pos;
6534
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6535
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6536
0
        if (marker_pos.x > layout_r.Min.x)
6537
0
        {
6538
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6539
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6540
0
        }
6541
0
    }
6542
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6543
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6544
96.8k
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6545
96.8k
}
6546
6547
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6548
144k
{
6549
144k
    window->ParentWindow = parent_window;
6550
144k
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6551
144k
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6552
47.3k
    {
6553
47.3k
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6554
47.3k
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6555
47.3k
            window->RootWindow = parent_window->RootWindow;
6556
47.3k
    }
6557
144k
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6558
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6559
144k
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6560
47.3k
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6561
144k
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6562
0
    {
6563
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6564
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6565
0
    }
6566
144k
}
6567
6568
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6569
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6570
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6571
// - WindowA            // FindBlockingModal() returns Modal1
6572
//   - WindowB          //                  .. returns Modal1
6573
//   - Modal1           //                  .. returns Modal2
6574
//      - WindowC       //                  .. returns Modal2
6575
//          - WindowD   //                  .. returns Modal2
6576
//          - Modal2    //                  .. returns Modal2
6577
//            - WindowE //                  .. returns NULL
6578
// Notes:
6579
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6580
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6581
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6582
932
{
6583
932
    ImGuiContext& g = *GImGui;
6584
932
    if (g.OpenPopupStack.Size <= 0)
6585
932
        return NULL;
6586
6587
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6588
0
    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
6589
0
    {
6590
0
        ImGuiWindow* popup_window = popup_data.Window;
6591
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6592
0
            continue;
6593
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6594
0
            continue;
6595
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6596
0
            return popup_window;
6597
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6598
0
            continue;
6599
0
        return popup_window;                                        // Place window right below first block modal
6600
0
    }
6601
0
    return NULL;
6602
0
}
6603
6604
// Push a new Dear ImGui window to add widgets to.
6605
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6606
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6607
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6608
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6609
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6610
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6611
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6612
144k
{
6613
144k
    ImGuiContext& g = *GImGui;
6614
144k
    const ImGuiStyle& style = g.Style;
6615
144k
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6616
144k
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6617
144k
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6618
6619
    // Find or create
6620
144k
    ImGuiWindow* window = FindWindowByName(name);
6621
144k
    const bool window_just_created = (window == NULL);
6622
144k
    if (window_just_created)
6623
3
        window = CreateNewWindow(name, flags);
6624
6625
    // Automatically disable manual moving/resizing when NoInputs is set
6626
144k
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6627
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6628
6629
144k
    if (flags & ImGuiWindowFlags_NavFlattened)
6630
144k
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6631
6632
144k
    const int current_frame = g.FrameCount;
6633
144k
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6634
144k
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6635
6636
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6637
144k
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6638
144k
    if (flags & ImGuiWindowFlags_Popup)
6639
0
    {
6640
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6641
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6642
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6643
0
    }
6644
6645
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6646
144k
    const bool window_was_appearing = window->Appearing;
6647
144k
    if (first_begin_of_the_frame)
6648
144k
    {
6649
144k
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6650
144k
        window->Appearing = window_just_activated_by_user;
6651
144k
        if (window->Appearing)
6652
4
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6653
144k
        window->FlagsPreviousFrame = window->Flags;
6654
144k
        window->Flags = (ImGuiWindowFlags)flags;
6655
144k
        window->LastFrameActive = current_frame;
6656
144k
        window->LastTimeActive = (float)g.Time;
6657
144k
        window->BeginOrderWithinParent = 0;
6658
144k
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6659
144k
    }
6660
0
    else
6661
0
    {
6662
0
        flags = window->Flags;
6663
0
    }
6664
6665
    // Docking
6666
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6667
144k
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6668
144k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6669
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6670
144k
    if (first_begin_of_the_frame)
6671
144k
    {
6672
144k
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6673
144k
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6674
144k
        bool dock_node_was_visible = window->DockNodeIsVisible;
6675
144k
        bool dock_tab_was_visible = window->DockTabIsVisible;
6676
144k
        if (has_dock_node || new_auto_dock_node)
6677
0
        {
6678
0
            BeginDocked(window, p_open);
6679
0
            flags = window->Flags;
6680
0
            if (window->DockIsActive)
6681
0
            {
6682
0
                IM_ASSERT(window->DockNode != NULL);
6683
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6684
0
            }
6685
6686
            // Amend the Appearing flag
6687
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6688
0
            {
6689
0
                window->Appearing = true;
6690
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6691
0
            }
6692
0
        }
6693
144k
        else
6694
144k
        {
6695
144k
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6696
144k
        }
6697
144k
    }
6698
6699
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6700
144k
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6701
144k
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6702
144k
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6703
6704
    // We allow window memory to be compacted so recreate the base stack when needed.
6705
144k
    if (window->IDStack.Size == 0)
6706
0
        window->IDStack.push_back(window->ID);
6707
6708
    // Add to stack
6709
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6710
144k
    g.CurrentWindow = window;
6711
144k
    ImGuiWindowStackData window_stack_data;
6712
144k
    window_stack_data.Window = window;
6713
144k
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6714
144k
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6715
144k
    g.CurrentWindowStack.push_back(window_stack_data);
6716
144k
    if (flags & ImGuiWindowFlags_ChildMenu)
6717
0
        g.BeginMenuCount++;
6718
6719
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6720
144k
    if (first_begin_of_the_frame)
6721
144k
    {
6722
144k
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6723
144k
        window->ParentWindowInBeginStack = parent_window_in_stack;
6724
144k
    }
6725
6726
    // Add to focus scope stack
6727
144k
    PushFocusScope(window->ID);
6728
144k
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6729
144k
    g.CurrentWindow = NULL;
6730
6731
    // Add to popup stack
6732
144k
    if (flags & ImGuiWindowFlags_Popup)
6733
0
    {
6734
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6735
0
        popup_ref.Window = window;
6736
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6737
0
        g.BeginPopupStack.push_back(popup_ref);
6738
0
        window->PopupId = popup_ref.PopupId;
6739
0
    }
6740
6741
    // Process SetNextWindow***() calls
6742
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6743
144k
    bool window_pos_set_by_api = false;
6744
144k
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6745
144k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6746
0
    {
6747
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6748
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6749
0
        {
6750
            // May be processed on the next frame if this is our first frame and we are measuring size
6751
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6752
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6753
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6754
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6755
0
        }
6756
0
        else
6757
0
        {
6758
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6759
0
        }
6760
0
    }
6761
144k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6762
95.7k
    {
6763
95.7k
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6764
95.7k
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6765
95.7k
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6766
95.7k
    }
6767
144k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6768
0
    {
6769
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6770
0
        {
6771
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6772
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6773
0
        }
6774
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6775
0
        {
6776
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6777
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6778
0
        }
6779
0
    }
6780
144k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6781
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6782
144k
    else if (first_begin_of_the_frame)
6783
144k
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6784
144k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6785
0
        window->WindowClass = g.NextWindowData.WindowClass;
6786
144k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6787
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6788
144k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6789
0
        FocusWindow(window);
6790
144k
    if (window->Appearing)
6791
4
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6792
6793
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6794
144k
    if (first_begin_of_the_frame)
6795
144k
    {
6796
        // Initialize
6797
144k
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6798
144k
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6799
144k
        window->Active = true;
6800
144k
        window->HasCloseButton = (p_open != NULL);
6801
144k
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6802
144k
        window->IDStack.resize(1);
6803
144k
        window->DrawList->_ResetForNewFrame();
6804
144k
        window->DC.CurrentTableIdx = -1;
6805
144k
        if (flags & ImGuiWindowFlags_DockNodeHost)
6806
0
        {
6807
0
            window->DrawList->ChannelsSplit(2);
6808
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6809
0
        }
6810
6811
        // Restore buffer capacity when woken from a compacted state, to avoid
6812
144k
        if (window->MemoryCompacted)
6813
0
            GcAwakeTransientWindowBuffers(window);
6814
6815
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6816
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6817
144k
        bool window_title_visible_elsewhere = false;
6818
144k
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6819
0
            window_title_visible_elsewhere = true;
6820
144k
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6821
0
            window_title_visible_elsewhere = true;
6822
144k
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6823
0
        {
6824
0
            size_t buf_len = (size_t)window->NameBufLen;
6825
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6826
0
            window->NameBufLen = (int)buf_len;
6827
0
        }
6828
6829
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6830
6831
        // Update contents size from last frame for auto-fitting (or use explicit size)
6832
144k
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6833
6834
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6835
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6836
        // it has a single usage before this code block and may be set below before it is finally checked.
6837
144k
        if (window->HiddenFramesCanSkipItems > 0)
6838
34.7k
            window->HiddenFramesCanSkipItems--;
6839
144k
        if (window->HiddenFramesCannotSkipItems > 0)
6840
2
            window->HiddenFramesCannotSkipItems--;
6841
144k
        if (window->HiddenFramesForRenderOnly > 0)
6842
0
            window->HiddenFramesForRenderOnly--;
6843
6844
        // Hide new windows for one frame until they calculate their size
6845
144k
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6846
1
            window->HiddenFramesCannotSkipItems = 1;
6847
6848
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6849
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6850
144k
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6851
0
        {
6852
0
            window->HiddenFramesCannotSkipItems = 1;
6853
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6854
0
            {
6855
0
                if (!window_size_x_set_by_api)
6856
0
                    window->Size.x = window->SizeFull.x = 0.f;
6857
0
                if (!window_size_y_set_by_api)
6858
0
                    window->Size.y = window->SizeFull.y = 0.f;
6859
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6860
0
            }
6861
0
        }
6862
6863
        // SELECT VIEWPORT
6864
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6865
6866
144k
        WindowSelectViewport(window);
6867
144k
        SetCurrentViewport(window, window->Viewport);
6868
144k
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6869
144k
        SetCurrentWindow(window);
6870
144k
        flags = window->Flags;
6871
6872
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6873
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6874
6875
144k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
6876
47.3k
            window->WindowBorderSize = style.ChildBorderSize;
6877
96.8k
        else
6878
96.8k
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6879
144k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
6880
31.5k
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
6881
112k
        else
6882
112k
            window->WindowPadding = style.WindowPadding;
6883
6884
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
6885
144k
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
6886
144k
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
6887
6888
144k
        bool use_current_size_for_scrollbar_x = window_just_created;
6889
144k
        bool use_current_size_for_scrollbar_y = window_just_created;
6890
6891
        // Collapse window by double-clicking on title bar
6892
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
6893
144k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
6894
96.8k
        {
6895
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
6896
96.8k
            ImRect title_bar_rect = window->TitleBarRect();
6897
96.8k
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
6898
2
                window->WantCollapseToggle = true;
6899
96.8k
            if (window->WantCollapseToggle)
6900
2
            {
6901
2
                window->Collapsed = !window->Collapsed;
6902
2
                if (!window->Collapsed)
6903
1
                    use_current_size_for_scrollbar_y = true;
6904
2
                MarkIniSettingsDirty(window);
6905
2
            }
6906
96.8k
        }
6907
47.3k
        else
6908
47.3k
        {
6909
47.3k
            window->Collapsed = false;
6910
47.3k
        }
6911
144k
        window->WantCollapseToggle = false;
6912
6913
        // SIZE
6914
6915
        // Outer Decoration Sizes
6916
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
6917
144k
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
6918
144k
        window->DecoOuterSizeX1 = 0.0f;
6919
144k
        window->DecoOuterSizeX2 = 0.0f;
6920
144k
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
6921
144k
        window->DecoOuterSizeY2 = 0.0f;
6922
144k
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
6923
6924
        // Calculate auto-fit size, handle automatic resize
6925
144k
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
6926
144k
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
6927
0
        {
6928
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
6929
0
            if (!window_size_x_set_by_api)
6930
0
            {
6931
0
                window->SizeFull.x = size_auto_fit.x;
6932
0
                use_current_size_for_scrollbar_x = true;
6933
0
            }
6934
0
            if (!window_size_y_set_by_api)
6935
0
            {
6936
0
                window->SizeFull.y = size_auto_fit.y;
6937
0
                use_current_size_for_scrollbar_y = true;
6938
0
            }
6939
0
        }
6940
144k
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6941
2
        {
6942
            // Auto-fit may only grow window during the first few frames
6943
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
6944
2
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
6945
2
            {
6946
2
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
6947
2
                use_current_size_for_scrollbar_x = true;
6948
2
            }
6949
2
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
6950
2
            {
6951
2
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
6952
2
                use_current_size_for_scrollbar_y = true;
6953
2
            }
6954
2
            if (!window->Collapsed)
6955
2
                MarkIniSettingsDirty(window);
6956
2
        }
6957
6958
        // Apply minimum/maximum window size constraints and final size
6959
144k
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
6960
144k
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
6961
6962
        // POSITION
6963
6964
        // Popup latch its initial position, will position itself when it appears next frame
6965
144k
        if (window_just_activated_by_user)
6966
4
        {
6967
4
            window->AutoPosLastDirection = ImGuiDir_None;
6968
4
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
6969
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
6970
4
        }
6971
6972
        // Position child window
6973
144k
        if (flags & ImGuiWindowFlags_ChildWindow)
6974
47.3k
        {
6975
47.3k
            IM_ASSERT(parent_window && parent_window->Active);
6976
47.3k
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
6977
47.3k
            parent_window->DC.ChildWindows.push_back(window);
6978
47.3k
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
6979
47.3k
                window->Pos = parent_window->DC.CursorPos;
6980
47.3k
        }
6981
6982
144k
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
6983
144k
        if (window_pos_with_pivot)
6984
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
6985
144k
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
6986
0
            window->Pos = FindBestWindowPosForPopup(window);
6987
144k
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
6988
0
            window->Pos = FindBestWindowPosForPopup(window);
6989
144k
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
6990
0
            window->Pos = FindBestWindowPosForPopup(window);
6991
6992
        // Late create viewport if we don't fit within our current host viewport.
6993
144k
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
6994
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
6995
0
            {
6996
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
6997
                //ImGuiViewport* old_viewport = window->Viewport;
6998
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
6999
7000
                // FIXME-DPI
7001
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
7002
0
                SetCurrentViewport(window, window->Viewport);
7003
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7004
0
                SetCurrentWindow(window);
7005
0
            }
7006
7007
144k
        if (window->ViewportOwned)
7008
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
7009
7010
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
7011
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
7012
144k
        ImRect viewport_rect(window->Viewport->GetMainRect());
7013
144k
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
7014
144k
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
7015
144k
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
7016
7017
        // Clamp position/size so window stays visible within its viewport or monitor
7018
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
7019
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
7020
144k
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
7021
96.8k
        {
7022
96.8k
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
7023
96.8k
            {
7024
96.8k
                ClampWindowPos(window, visibility_rect);
7025
96.8k
            }
7026
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
7027
0
            {
7028
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
7029
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
7030
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
7031
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
7032
0
                ClampWindowPos(window, visibility_rect);
7033
0
            }
7034
96.8k
        }
7035
144k
        window->Pos = ImFloor(window->Pos);
7036
7037
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
7038
        // Large values tend to lead to variety of artifacts and are not recommended.
7039
144k
        if (window->ViewportOwned || window->DockIsActive)
7040
0
            window->WindowRounding = 0.0f;
7041
144k
        else
7042
144k
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
7043
7044
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
7045
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
7046
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
7047
7048
        // Apply window focus (new and reactivated windows are moved to front)
7049
144k
        bool want_focus = false;
7050
144k
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
7051
4
        {
7052
4
            if (flags & ImGuiWindowFlags_Popup)
7053
0
                want_focus = true;
7054
4
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
7055
2
                want_focus = true;
7056
4
        }
7057
7058
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
7059
#ifdef IMGUI_ENABLE_TEST_ENGINE
7060
        if (g.TestEngineHookItems)
7061
        {
7062
            IM_ASSERT(window->IDStack.Size == 1);
7063
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
7064
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
7065
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
7066
            window->IDStack.Size = 1;
7067
        }
7068
#endif
7069
7070
        // Decide if we are going to handle borders and resize grips
7071
144k
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7072
7073
        // Handle manual resize: Resize Grips, Borders, Gamepad
7074
144k
        int border_held = -1;
7075
144k
        ImU32 resize_grip_col[4] = {};
7076
144k
        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7077
144k
        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7078
144k
        if (handle_borders_and_resize_grips && !window->Collapsed)
7079
143k
            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7080
0
                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
7081
144k
        window->ResizeBorderHeld = (signed char)border_held;
7082
7083
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7084
144k
        if (window->ViewportOwned)
7085
0
        {
7086
0
            if (!window->Viewport->PlatformRequestMove)
7087
0
                window->Viewport->Pos = window->Pos;
7088
0
            if (!window->Viewport->PlatformRequestResize)
7089
0
                window->Viewport->Size = window->Size;
7090
0
            window->Viewport->UpdateWorkRect();
7091
0
            viewport_rect = window->Viewport->GetMainRect();
7092
0
        }
7093
7094
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7095
144k
        window->ViewportPos = window->Viewport->Pos;
7096
7097
        // SCROLLBAR VISIBILITY
7098
7099
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7100
144k
        if (!window->Collapsed)
7101
143k
        {
7102
            // When reading the current size we need to read it after size constraints have been applied.
7103
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7104
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7105
143k
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7106
143k
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7107
143k
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7108
143k
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7109
143k
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7110
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7111
143k
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7112
143k
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7113
143k
            if (window->ScrollbarX && !window->ScrollbarY)
7114
44.6k
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7115
143k
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7116
7117
            // Amend the partially filled window->DecorationXXX values.
7118
143k
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7119
143k
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7120
143k
        }
7121
7122
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7123
        // Update various regions. Variables they depend on should be set above in this function.
7124
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7125
7126
        // Outer rectangle
7127
        // Not affected by window border size. Used by:
7128
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7129
        // - Begin() initial clipping rect for drawing window background and borders.
7130
        // - Begin() clipping whole child
7131
144k
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7132
144k
        const ImRect outer_rect = window->Rect();
7133
144k
        const ImRect title_bar_rect = window->TitleBarRect();
7134
144k
        window->OuterRectClipped = outer_rect;
7135
144k
        if (window->DockIsActive)
7136
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7137
144k
        window->OuterRectClipped.ClipWith(host_rect);
7138
7139
        // Inner rectangle
7140
        // Not affected by window border size. Used by:
7141
        // - InnerClipRect
7142
        // - ScrollToRectEx()
7143
        // - NavUpdatePageUpPageDown()
7144
        // - Scrollbar()
7145
144k
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7146
144k
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7147
144k
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7148
144k
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7149
7150
        // Inner clipping rectangle.
7151
        // Will extend a little bit outside the normal work region.
7152
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7153
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7154
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7155
        // Affected by window/frame border size. Used by:
7156
        // - Begin() initial clip rect
7157
144k
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7158
144k
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7159
144k
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7160
144k
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7161
144k
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7162
144k
        window->InnerClipRect.ClipWithFull(host_rect);
7163
7164
        // Default item width. Make it proportional to window size if window manually resizes
7165
144k
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7166
144k
            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
7167
0
        else
7168
0
            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
7169
7170
        // SCROLLING
7171
7172
        // Lock down maximum scrolling
7173
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7174
        // for right/bottom aligned items without creating a scrollbar.
7175
144k
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7176
144k
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7177
7178
        // Apply scrolling
7179
144k
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7180
144k
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7181
144k
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7182
7183
        // DRAWING
7184
7185
        // Setup draw list and outer clipping rectangle
7186
144k
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7187
144k
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7188
144k
        PushClipRect(host_rect.Min, host_rect.Max, false);
7189
7190
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7191
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7192
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7193
144k
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7194
144k
        if (is_undocked_or_docked_visible)
7195
144k
        {
7196
144k
            bool render_decorations_in_parent = false;
7197
144k
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7198
47.3k
            {
7199
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7200
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7201
47.3k
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7202
47.3k
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7203
47.3k
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7204
47.3k
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7205
47.3k
                    render_decorations_in_parent = true;
7206
47.3k
            }
7207
144k
            if (render_decorations_in_parent)
7208
47.3k
                window->DrawList = parent_window->DrawList;
7209
7210
            // Handle title bar, scrollbar, resize grips and resize borders
7211
144k
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7212
144k
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7213
144k
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7214
7215
144k
            if (render_decorations_in_parent)
7216
47.3k
                window->DrawList = &window->DrawListInst;
7217
144k
        }
7218
7219
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7220
7221
        // Work rectangle.
7222
        // Affected by window padding and border size. Used by:
7223
        // - Columns() for right-most edge
7224
        // - TreeNode(), CollapsingHeader() for right-most edge
7225
        // - BeginTabBar() for right-most edge
7226
144k
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7227
144k
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7228
144k
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7229
144k
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7230
144k
        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7231
144k
        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7232
144k
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7233
144k
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7234
144k
        window->ParentWorkRect = window->WorkRect;
7235
7236
        // [LEGACY] Content Region
7237
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7238
        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
7239
        // Used by:
7240
        // - Mouse wheel scrolling + many other things
7241
144k
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7242
144k
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7243
144k
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7244
144k
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7245
7246
        // Setup drawing context
7247
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7248
144k
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7249
144k
        window->DC.GroupOffset.x = 0.0f;
7250
144k
        window->DC.ColumnsOffset.x = 0.0f;
7251
7252
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7253
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7254
144k
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7255
144k
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7256
144k
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7257
144k
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7258
144k
        window->DC.CursorPos = window->DC.CursorStartPos;
7259
144k
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7260
144k
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7261
144k
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7262
144k
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7263
144k
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7264
144k
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7265
7266
144k
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7267
144k
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7268
144k
        window->DC.NavLayersActiveMaskNext = 0x00;
7269
144k
        window->DC.NavIsScrollPushableX = true;
7270
144k
        window->DC.NavHideHighlightOneFrame = false;
7271
144k
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7272
7273
144k
        window->DC.MenuBarAppending = false;
7274
144k
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7275
144k
        window->DC.TreeDepth = 0;
7276
144k
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7277
144k
        window->DC.ChildWindows.resize(0);
7278
144k
        window->DC.StateStorage = &window->StateStorage;
7279
144k
        window->DC.CurrentColumns = NULL;
7280
144k
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7281
144k
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7282
7283
144k
        window->DC.ItemWidth = window->ItemWidthDefault;
7284
144k
        window->DC.TextWrapPos = -1.0f; // disabled
7285
144k
        window->DC.ItemWidthStack.resize(0);
7286
144k
        window->DC.TextWrapPosStack.resize(0);
7287
7288
144k
        if (window->AutoFitFramesX > 0)
7289
2
            window->AutoFitFramesX--;
7290
144k
        if (window->AutoFitFramesY > 0)
7291
2
            window->AutoFitFramesY--;
7292
7293
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7294
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7295
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7296
        // - Position window behind the modal that is not a begin-parent of this window.
7297
144k
        if (want_focus)
7298
2
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7299
144k
        if (want_focus && window == g.NavWindow)
7300
2
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7301
7302
        // Close requested by platform window (apply to all windows in this viewport)
7303
144k
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7304
0
        {
7305
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7306
0
            *p_open = false;
7307
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7308
0
        }
7309
7310
        // Title bar
7311
144k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7312
96.8k
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7313
7314
        // Clear hit test shape every frame
7315
144k
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7316
7317
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7318
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7319
        // Maybe we can support CTRL+C on every element?
7320
        /*
7321
        //if (g.NavWindow == window && g.ActiveId == 0)
7322
        if (g.ActiveId == window->MoveId)
7323
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7324
                LogToClipboard();
7325
        */
7326
7327
144k
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7328
144k
        {
7329
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7330
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7331
144k
            if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7332
51
                BeginDockableDragDropSource(window);
7333
7334
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7335
144k
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7336
7
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7337
5
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7338
5
                        BeginDockableDragDropTarget(window);
7339
144k
        }
7340
7341
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7342
        // This is useful to allow creating context menus on title bar only, etc.
7343
144k
        if (window->DockIsActive)
7344
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7345
144k
        else
7346
144k
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7347
7348
        // [DEBUG]
7349
144k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7350
144k
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7351
0
            DebugLocateItemResolveWithLastItem();
7352
144k
#endif
7353
7354
        // [Test Engine] Register title bar / tab with MoveId.
7355
#ifdef IMGUI_ENABLE_TEST_ENGINE
7356
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7357
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7358
#endif
7359
144k
    }
7360
0
    else
7361
0
    {
7362
        // Append
7363
0
        SetCurrentViewport(window, window->Viewport);
7364
0
        SetCurrentWindow(window);
7365
0
    }
7366
7367
144k
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7368
144k
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7369
7370
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7371
144k
    window->WriteAccessed = false;
7372
144k
    window->BeginCount++;
7373
144k
    g.NextWindowData.ClearFlags();
7374
7375
    // Update visibility
7376
144k
    if (first_begin_of_the_frame)
7377
144k
    {
7378
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7379
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7380
        // This is analogous to regular windows being hidden from one frame.
7381
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7382
144k
        if (window->DockIsActive && !window->DockTabIsVisible)
7383
0
        {
7384
0
            if (window->LastFrameJustFocused == g.FrameCount)
7385
0
                window->HiddenFramesCannotSkipItems = 1;
7386
0
            else
7387
0
                window->HiddenFramesCanSkipItems = 1;
7388
0
        }
7389
7390
144k
        if (flags & ImGuiWindowFlags_ChildWindow)
7391
47.3k
        {
7392
            // Child window can be out of sight and have "negative" clip windows.
7393
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7394
47.3k
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
7395
47.3k
            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
7396
47.3k
            {
7397
47.3k
                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7398
47.3k
                if (!g.LogEnabled && !nav_request)
7399
47.3k
                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7400
34.7k
                        window->HiddenFramesCanSkipItems = 1;
7401
47.3k
            }
7402
7403
            // Hide along with parent or if parent is collapsed
7404
47.3k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7405
0
                window->HiddenFramesCanSkipItems = 1;
7406
47.3k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7407
1
                window->HiddenFramesCannotSkipItems = 1;
7408
47.3k
        }
7409
7410
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7411
144k
        if (style.Alpha <= 0.0f)
7412
0
            window->HiddenFramesCanSkipItems = 1;
7413
7414
        // Update the Hidden flag
7415
144k
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7416
144k
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7417
7418
        // Disable inputs for requested number of frames
7419
144k
        if (window->DisableInputsFrames > 0)
7420
0
        {
7421
0
            window->DisableInputsFrames--;
7422
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7423
0
        }
7424
7425
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7426
144k
        bool skip_items = false;
7427
144k
        if (window->Collapsed || !window->Active || hidden_regular)
7428
35.8k
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7429
35.8k
                skip_items = true;
7430
144k
        window->SkipItems = skip_items;
7431
7432
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7433
144k
        if (window->SkipItems)
7434
35.8k
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7435
7436
        // Sanity check: there are two spots which can set Appearing = true
7437
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7438
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7439
144k
        if (window->SkipItems && !window->Appearing)
7440
144k
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7441
144k
    }
7442
7443
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7444
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7445
144k
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7446
0
    {
7447
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7448
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7449
0
        return false;
7450
0
    }
7451
7452
144k
    return !window->SkipItems;
7453
144k
}
7454
7455
void ImGui::End()
7456
144k
{
7457
144k
    ImGuiContext& g = *GImGui;
7458
144k
    ImGuiWindow* window = g.CurrentWindow;
7459
7460
    // Error checking: verify that user hasn't called End() too many times!
7461
144k
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7462
0
    {
7463
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7464
0
        return;
7465
0
    }
7466
144k
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7467
7468
    // Error checking: verify that user doesn't directly call End() on a child window.
7469
144k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7470
144k
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7471
7472
    // Close anything that is open
7473
144k
    if (window->DC.CurrentColumns)
7474
0
        EndColumns();
7475
144k
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7476
144k
        PopClipRect();
7477
144k
    PopFocusScope();
7478
7479
    // Stop logging
7480
144k
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7481
96.8k
        LogFinish();
7482
7483
144k
    if (window->DC.IsSetPos)
7484
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7485
7486
    // Docking: report contents sizes to parent to allow for auto-resize
7487
144k
    if (window->DockNode && window->DockTabIsVisible)
7488
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7489
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7490
7491
    // Pop from window stack
7492
144k
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7493
144k
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7494
0
        g.BeginMenuCount--;
7495
144k
    if (window->Flags & ImGuiWindowFlags_Popup)
7496
0
        g.BeginPopupStack.pop_back();
7497
144k
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7498
144k
    g.CurrentWindowStack.pop_back();
7499
144k
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7500
144k
    if (g.CurrentWindow)
7501
95.7k
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7502
144k
}
7503
7504
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7505
21.6k
{
7506
21.6k
    ImGuiContext& g = *GImGui;
7507
21.6k
    IM_ASSERT(window == window->RootWindow);
7508
7509
21.6k
    const int cur_order = window->FocusOrder;
7510
21.6k
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7511
21.6k
    if (g.WindowsFocusOrder.back() == window)
7512
21.6k
        return;
7513
7514
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7515
0
    for (int n = cur_order; n < new_order; n++)
7516
0
    {
7517
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7518
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7519
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7520
0
    }
7521
0
    g.WindowsFocusOrder[new_order] = window;
7522
0
    window->FocusOrder = (short)new_order;
7523
0
}
7524
7525
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7526
21.6k
{
7527
21.6k
    ImGuiContext& g = *GImGui;
7528
21.6k
    ImGuiWindow* current_front_window = g.Windows.back();
7529
21.6k
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7530
21.6k
        return;
7531
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7532
0
        if (g.Windows[i] == window)
7533
0
        {
7534
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7535
0
            g.Windows[g.Windows.Size - 1] = window;
7536
0
            break;
7537
0
        }
7538
0
}
7539
7540
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7541
0
{
7542
0
    ImGuiContext& g = *GImGui;
7543
0
    if (g.Windows[0] == window)
7544
0
        return;
7545
0
    for (int i = 0; i < g.Windows.Size; i++)
7546
0
        if (g.Windows[i] == window)
7547
0
        {
7548
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7549
0
            g.Windows[0] = window;
7550
0
            break;
7551
0
        }
7552
0
}
7553
7554
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7555
0
{
7556
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7557
0
    ImGuiContext& g = *GImGui;
7558
0
    window = window->RootWindow;
7559
0
    behind_window = behind_window->RootWindow;
7560
0
    int pos_wnd = FindWindowDisplayIndex(window);
7561
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7562
0
    if (pos_wnd < pos_beh)
7563
0
    {
7564
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7565
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7566
0
        g.Windows[pos_beh - 1] = window;
7567
0
    }
7568
0
    else
7569
0
    {
7570
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7571
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7572
0
        g.Windows[pos_beh] = window;
7573
0
    }
7574
0
}
7575
7576
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7577
0
{
7578
0
    ImGuiContext& g = *GImGui;
7579
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7580
0
}
7581
7582
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7583
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7584
31.8k
{
7585
31.8k
    ImGuiContext& g = *GImGui;
7586
7587
    // Modal check?
7588
31.8k
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7589
932
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7590
0
        {
7591
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7592
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7593
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7594
0
            return;
7595
0
        }
7596
7597
    // Find last focused child (if any) and focus it instead.
7598
31.8k
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7599
0
        window = NavRestoreLastChildNavWindow(window);
7600
7601
    // Apply focus
7602
31.8k
    if (g.NavWindow != window)
7603
11.9k
    {
7604
11.9k
        SetNavWindow(window);
7605
11.9k
        if (window && g.NavDisableMouseHover)
7606
706
            g.NavMousePosDirty = true;
7607
11.9k
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7608
11.9k
        g.NavLayer = ImGuiNavLayer_Main;
7609
11.9k
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7610
11.9k
        g.NavIdIsAlive = false;
7611
11.9k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
7612
7613
        // Close popups if any
7614
11.9k
        ClosePopupsOverWindow(window, false);
7615
11.9k
    }
7616
7617
    // Move the root window to the top of the pile
7618
31.8k
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7619
31.8k
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7620
31.8k
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7621
31.8k
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7622
31.8k
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7623
7624
    // Steal active widgets. Some of the cases it triggers includes:
7625
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7626
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7627
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7628
31.8k
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7629
24
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7630
6
            ClearActiveID();
7631
7632
    // Passing NULL allow to disable keyboard focus
7633
31.8k
    if (!window)
7634
10.2k
        return;
7635
21.6k
    window->LastFrameJustFocused = g.FrameCount;
7636
7637
    // Select in dock node
7638
    // For #2304 we avoid applying focus immediately before the tabbar is visible.
7639
    //if (dock_node && dock_node->TabBar)
7640
    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7641
7642
    // Bring to front
7643
21.6k
    BringWindowToFocusFront(focus_front_window);
7644
21.6k
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7645
21.6k
        BringWindowToDisplayFront(display_front_window);
7646
21.6k
}
7647
7648
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7649
0
{
7650
0
    ImGuiContext& g = *GImGui;
7651
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7652
0
    if (under_this_window != NULL)
7653
0
    {
7654
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7655
0
        int offset = -1;
7656
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7657
0
        {
7658
0
            under_this_window = under_this_window->ParentWindow;
7659
0
            offset = 0;
7660
0
        }
7661
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7662
0
    }
7663
0
    for (int i = start_idx; i >= 0; i--)
7664
0
    {
7665
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7666
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7667
0
        IM_ASSERT(window == window->RootWindow);
7668
0
        if (window == ignore_window || !window->WasActive)
7669
0
            continue;
7670
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7671
0
            continue;
7672
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7673
0
        {
7674
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7675
            // This is failing (lagging by one frame) for docked windows.
7676
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7677
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7678
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7679
0
            FocusWindow(window, flags);
7680
0
            return;
7681
0
        }
7682
0
    }
7683
0
    FocusWindow(NULL, flags);
7684
0
}
7685
7686
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7687
void ImGui::SetCurrentFont(ImFont* font)
7688
48.4k
{
7689
48.4k
    ImGuiContext& g = *GImGui;
7690
48.4k
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7691
48.4k
    IM_ASSERT(font->Scale > 0.0f);
7692
48.4k
    g.Font = font;
7693
48.4k
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7694
48.4k
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7695
7696
48.4k
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7697
48.4k
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7698
48.4k
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7699
48.4k
    g.DrawListSharedData.Font = g.Font;
7700
48.4k
    g.DrawListSharedData.FontSize = g.FontSize;
7701
48.4k
}
7702
7703
void ImGui::PushFont(ImFont* font)
7704
0
{
7705
0
    ImGuiContext& g = *GImGui;
7706
0
    if (!font)
7707
0
        font = GetDefaultFont();
7708
0
    SetCurrentFont(font);
7709
0
    g.FontStack.push_back(font);
7710
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7711
0
}
7712
7713
void  ImGui::PopFont()
7714
0
{
7715
0
    ImGuiContext& g = *GImGui;
7716
0
    g.CurrentWindow->DrawList->PopTextureID();
7717
0
    g.FontStack.pop_back();
7718
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7719
0
}
7720
7721
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7722
47.3k
{
7723
47.3k
    ImGuiContext& g = *GImGui;
7724
47.3k
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7725
47.3k
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7726
47.3k
    if (enabled)
7727
0
        item_flags |= option;
7728
47.3k
    else
7729
47.3k
        item_flags &= ~option;
7730
47.3k
    g.CurrentItemFlags = item_flags;
7731
47.3k
    g.ItemFlagsStack.push_back(item_flags);
7732
47.3k
}
7733
7734
void ImGui::PopItemFlag()
7735
47.3k
{
7736
47.3k
    ImGuiContext& g = *GImGui;
7737
47.3k
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7738
47.3k
    g.ItemFlagsStack.pop_back();
7739
47.3k
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7740
47.3k
}
7741
7742
// BeginDisabled()/EndDisabled()
7743
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7744
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7745
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7746
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7747
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7748
void ImGui::BeginDisabled(bool disabled)
7749
0
{
7750
0
    ImGuiContext& g = *GImGui;
7751
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7752
0
    if (!was_disabled && disabled)
7753
0
    {
7754
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7755
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7756
0
    }
7757
0
    if (was_disabled || disabled)
7758
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7759
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7760
0
    g.DisabledStackSize++;
7761
0
}
7762
7763
void ImGui::EndDisabled()
7764
0
{
7765
0
    ImGuiContext& g = *GImGui;
7766
0
    IM_ASSERT(g.DisabledStackSize > 0);
7767
0
    g.DisabledStackSize--;
7768
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7769
    //PopItemFlag();
7770
0
    g.ItemFlagsStack.pop_back();
7771
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7772
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7773
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7774
0
}
7775
7776
void ImGui::PushTabStop(bool tab_stop)
7777
47.3k
{
7778
47.3k
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7779
47.3k
}
7780
7781
void ImGui::PopTabStop()
7782
47.3k
{
7783
47.3k
    PopItemFlag();
7784
47.3k
}
7785
7786
void ImGui::PushButtonRepeat(bool repeat)
7787
0
{
7788
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7789
0
}
7790
7791
void ImGui::PopButtonRepeat()
7792
0
{
7793
0
    PopItemFlag();
7794
0
}
7795
7796
void ImGui::PushTextWrapPos(float wrap_pos_x)
7797
0
{
7798
0
    ImGuiWindow* window = GetCurrentWindow();
7799
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7800
0
    window->DC.TextWrapPos = wrap_pos_x;
7801
0
}
7802
7803
void ImGui::PopTextWrapPos()
7804
0
{
7805
0
    ImGuiWindow* window = GetCurrentWindow();
7806
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7807
0
    window->DC.TextWrapPosStack.pop_back();
7808
0
}
7809
7810
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7811
0
{
7812
0
    ImGuiWindow* last_window = NULL;
7813
0
    while (last_window != window)
7814
0
    {
7815
0
        last_window = window;
7816
0
        window = window->RootWindow;
7817
0
        if (popup_hierarchy)
7818
0
            window = window->RootWindowPopupTree;
7819
0
    if (dock_hierarchy)
7820
0
      window = window->RootWindowDockTree;
7821
0
  }
7822
0
    return window;
7823
0
}
7824
7825
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7826
0
{
7827
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7828
0
    if (window_root == potential_parent)
7829
0
        return true;
7830
0
    while (window != NULL)
7831
0
    {
7832
0
        if (window == potential_parent)
7833
0
            return true;
7834
0
        if (window == window_root) // end of chain
7835
0
            return false;
7836
0
        window = window->ParentWindow;
7837
0
    }
7838
0
    return false;
7839
0
}
7840
7841
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7842
0
{
7843
0
    if (window->RootWindow == potential_parent)
7844
0
        return true;
7845
0
    while (window != NULL)
7846
0
    {
7847
0
        if (window == potential_parent)
7848
0
            return true;
7849
0
        window = window->ParentWindowInBeginStack;
7850
0
    }
7851
0
    return false;
7852
0
}
7853
7854
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7855
0
{
7856
0
    ImGuiContext& g = *GImGui;
7857
7858
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7859
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7860
0
    if (display_layer_delta != 0)
7861
0
        return display_layer_delta > 0;
7862
7863
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7864
0
    {
7865
0
        ImGuiWindow* candidate_window = g.Windows[i];
7866
0
        if (candidate_window == potential_above)
7867
0
            return true;
7868
0
        if (candidate_window == potential_below)
7869
0
            return false;
7870
0
    }
7871
0
    return false;
7872
0
}
7873
7874
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7875
80.3k
{
7876
80.3k
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
7877
7878
80.3k
    ImGuiContext& g = *GImGui;
7879
80.3k
    ImGuiWindow* ref_window = g.HoveredWindow;
7880
80.3k
    ImGuiWindow* cur_window = g.CurrentWindow;
7881
80.3k
    if (ref_window == NULL)
7882
79.5k
        return false;
7883
7884
832
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
7885
832
    {
7886
832
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
7887
832
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
7888
832
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
7889
832
        if (flags & ImGuiHoveredFlags_RootWindow)
7890
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7891
7892
832
        bool result;
7893
832
        if (flags & ImGuiHoveredFlags_ChildWindows)
7894
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7895
832
        else
7896
832
            result = (ref_window == cur_window);
7897
832
        if (!result)
7898
826
            return false;
7899
832
    }
7900
7901
6
    if (!IsWindowContentHoverable(ref_window, flags))
7902
0
        return false;
7903
6
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
7904
6
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
7905
0
            return false;
7906
7907
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
7908
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
7909
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
7910
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
7911
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
7912
6
    if (flags & ImGuiHoveredFlags_ForTooltip)
7913
0
        flags |= g.Style.HoverFlagsForTooltipMouse;
7914
6
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
7915
0
        return false;
7916
7917
6
    return true;
7918
6
}
7919
7920
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
7921
88.7k
{
7922
88.7k
    ImGuiContext& g = *GImGui;
7923
88.7k
    ImGuiWindow* ref_window = g.NavWindow;
7924
88.7k
    ImGuiWindow* cur_window = g.CurrentWindow;
7925
7926
88.7k
    if (ref_window == NULL)
7927
23.8k
        return false;
7928
64.8k
    if (flags & ImGuiFocusedFlags_AnyWindow)
7929
0
        return true;
7930
7931
64.8k
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
7932
64.8k
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
7933
64.8k
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
7934
64.8k
    if (flags & ImGuiHoveredFlags_RootWindow)
7935
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7936
7937
64.8k
    if (flags & ImGuiHoveredFlags_ChildWindows)
7938
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7939
64.8k
    else
7940
64.8k
        return (ref_window == cur_window);
7941
64.8k
}
7942
7943
ImGuiID ImGui::GetWindowDockID()
7944
0
{
7945
0
    ImGuiContext& g = *GImGui;
7946
0
    return g.CurrentWindow->DockId;
7947
0
}
7948
7949
bool ImGui::IsWindowDocked()
7950
0
{
7951
0
    ImGuiContext& g = *GImGui;
7952
0
    return g.CurrentWindow->DockIsActive;
7953
0
}
7954
7955
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
7956
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
7957
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
7958
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
7959
0
{
7960
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
7961
0
}
7962
7963
float ImGui::GetWindowWidth()
7964
21.4k
{
7965
21.4k
    ImGuiWindow* window = GImGui->CurrentWindow;
7966
21.4k
    return window->Size.x;
7967
21.4k
}
7968
7969
float ImGui::GetWindowHeight()
7970
23.1k
{
7971
23.1k
    ImGuiWindow* window = GImGui->CurrentWindow;
7972
23.1k
    return window->Size.y;
7973
23.1k
}
7974
7975
ImVec2 ImGui::GetWindowPos()
7976
0
{
7977
0
    ImGuiContext& g = *GImGui;
7978
0
    ImGuiWindow* window = g.CurrentWindow;
7979
0
    return window->Pos;
7980
0
}
7981
7982
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
7983
3
{
7984
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7985
3
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
7986
0
        return;
7987
7988
3
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7989
3
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7990
3
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
7991
7992
    // Set
7993
3
    const ImVec2 old_pos = window->Pos;
7994
3
    window->Pos = ImFloor(pos);
7995
3
    ImVec2 offset = window->Pos - old_pos;
7996
3
    if (offset.x == 0.0f && offset.y == 0.0f)
7997
0
        return;
7998
3
    MarkIniSettingsDirty(window);
7999
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
8000
3
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
8001
3
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
8002
3
    window->DC.IdealMaxPos += offset;
8003
3
    window->DC.CursorStartPos += offset;
8004
3
}
8005
8006
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
8007
0
{
8008
0
    ImGuiWindow* window = GetCurrentWindowRead();
8009
0
    SetWindowPos(window, pos, cond);
8010
0
}
8011
8012
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
8013
0
{
8014
0
    if (ImGuiWindow* window = FindWindowByName(name))
8015
0
        SetWindowPos(window, pos, cond);
8016
0
}
8017
8018
ImVec2 ImGui::GetWindowSize()
8019
0
{
8020
0
    ImGuiWindow* window = GetCurrentWindowRead();
8021
0
    return window->Size;
8022
0
}
8023
8024
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
8025
95.7k
{
8026
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8027
95.7k
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
8028
48.4k
        return;
8029
8030
47.3k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8031
47.3k
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8032
8033
    // Set
8034
47.3k
    ImVec2 old_size = window->SizeFull;
8035
47.3k
    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
8036
47.3k
    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
8037
47.3k
    if (size.x <= 0.0f)
8038
0
        window->AutoFitOnlyGrows = false;
8039
47.3k
    else
8040
47.3k
        window->SizeFull.x = IM_FLOOR(size.x);
8041
47.3k
    if (size.y <= 0.0f)
8042
0
        window->AutoFitOnlyGrows = false;
8043
47.3k
    else
8044
47.3k
        window->SizeFull.y = IM_FLOOR(size.y);
8045
47.3k
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
8046
7.72k
        MarkIniSettingsDirty(window);
8047
47.3k
}
8048
8049
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
8050
0
{
8051
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
8052
0
}
8053
8054
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
8055
0
{
8056
0
    if (ImGuiWindow* window = FindWindowByName(name))
8057
0
        SetWindowSize(window, size, cond);
8058
0
}
8059
8060
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
8061
0
{
8062
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8063
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
8064
0
        return;
8065
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8066
8067
    // Set
8068
0
    window->Collapsed = collapsed;
8069
0
}
8070
8071
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8072
0
{
8073
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8074
0
    window->HitTestHoleSize = ImVec2ih(size);
8075
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8076
0
}
8077
8078
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8079
0
{
8080
0
    window->Hidden = window->SkipItems = true;
8081
0
    window->HiddenFramesCanSkipItems = 1;
8082
0
}
8083
8084
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8085
0
{
8086
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8087
0
}
8088
8089
bool ImGui::IsWindowCollapsed()
8090
0
{
8091
0
    ImGuiWindow* window = GetCurrentWindowRead();
8092
0
    return window->Collapsed;
8093
0
}
8094
8095
bool ImGui::IsWindowAppearing()
8096
0
{
8097
0
    ImGuiWindow* window = GetCurrentWindowRead();
8098
0
    return window->Appearing;
8099
0
}
8100
8101
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8102
0
{
8103
0
    if (ImGuiWindow* window = FindWindowByName(name))
8104
0
        SetWindowCollapsed(window, collapsed, cond);
8105
0
}
8106
8107
void ImGui::SetWindowFocus()
8108
21.4k
{
8109
21.4k
    FocusWindow(GImGui->CurrentWindow);
8110
21.4k
}
8111
8112
void ImGui::SetWindowFocus(const char* name)
8113
0
{
8114
0
    if (name)
8115
0
    {
8116
0
        if (ImGuiWindow* window = FindWindowByName(name))
8117
0
            FocusWindow(window);
8118
0
    }
8119
0
    else
8120
0
    {
8121
0
        FocusWindow(NULL);
8122
0
    }
8123
0
}
8124
8125
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8126
0
{
8127
0
    ImGuiContext& g = *GImGui;
8128
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8129
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8130
0
    g.NextWindowData.PosVal = pos;
8131
0
    g.NextWindowData.PosPivotVal = pivot;
8132
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8133
0
    g.NextWindowData.PosUndock = true;
8134
0
}
8135
8136
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8137
95.7k
{
8138
95.7k
    ImGuiContext& g = *GImGui;
8139
95.7k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8140
95.7k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8141
95.7k
    g.NextWindowData.SizeVal = size;
8142
95.7k
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8143
95.7k
}
8144
8145
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8146
0
{
8147
0
    ImGuiContext& g = *GImGui;
8148
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8149
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8150
0
    g.NextWindowData.SizeCallback = custom_callback;
8151
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8152
0
}
8153
8154
// Content size = inner scrollable rectangle, padded with WindowPadding.
8155
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8156
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8157
0
{
8158
0
    ImGuiContext& g = *GImGui;
8159
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8160
0
    g.NextWindowData.ContentSizeVal = ImFloor(size);
8161
0
}
8162
8163
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8164
0
{
8165
0
    ImGuiContext& g = *GImGui;
8166
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8167
0
    g.NextWindowData.ScrollVal = scroll;
8168
0
}
8169
8170
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8171
0
{
8172
0
    ImGuiContext& g = *GImGui;
8173
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8174
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8175
0
    g.NextWindowData.CollapsedVal = collapsed;
8176
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8177
0
}
8178
8179
void ImGui::SetNextWindowFocus()
8180
0
{
8181
0
    ImGuiContext& g = *GImGui;
8182
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8183
0
}
8184
8185
void ImGui::SetNextWindowBgAlpha(float alpha)
8186
0
{
8187
0
    ImGuiContext& g = *GImGui;
8188
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8189
0
    g.NextWindowData.BgAlphaVal = alpha;
8190
0
}
8191
8192
void ImGui::SetNextWindowViewport(ImGuiID id)
8193
0
{
8194
0
    ImGuiContext& g = *GImGui;
8195
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8196
0
    g.NextWindowData.ViewportId = id;
8197
0
}
8198
8199
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8200
0
{
8201
0
    ImGuiContext& g = *GImGui;
8202
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8203
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8204
0
    g.NextWindowData.DockId = id;
8205
0
}
8206
8207
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8208
0
{
8209
0
    ImGuiContext& g = *GImGui;
8210
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8211
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8212
0
    g.NextWindowData.WindowClass = *window_class;
8213
0
}
8214
8215
ImDrawList* ImGui::GetWindowDrawList()
8216
47.3k
{
8217
47.3k
    ImGuiWindow* window = GetCurrentWindow();
8218
47.3k
    return window->DrawList;
8219
47.3k
}
8220
8221
float ImGui::GetWindowDpiScale()
8222
0
{
8223
0
    ImGuiContext& g = *GImGui;
8224
0
    return g.CurrentDpiScale;
8225
0
}
8226
8227
ImGuiViewport* ImGui::GetWindowViewport()
8228
0
{
8229
0
    ImGuiContext& g = *GImGui;
8230
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8231
0
    return g.CurrentViewport;
8232
0
}
8233
8234
ImFont* ImGui::GetFont()
8235
7.46M
{
8236
7.46M
    return GImGui->Font;
8237
7.46M
}
8238
8239
float ImGui::GetFontSize()
8240
7.46M
{
8241
7.46M
    return GImGui->FontSize;
8242
7.46M
}
8243
8244
ImVec2 ImGui::GetFontTexUvWhitePixel()
8245
0
{
8246
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8247
0
}
8248
8249
void ImGui::SetWindowFontScale(float scale)
8250
0
{
8251
0
    IM_ASSERT(scale > 0.0f);
8252
0
    ImGuiContext& g = *GImGui;
8253
0
    ImGuiWindow* window = GetCurrentWindow();
8254
0
    window->FontWindowScale = scale;
8255
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8256
0
}
8257
8258
void ImGui::PushFocusScope(ImGuiID id)
8259
144k
{
8260
144k
    ImGuiContext& g = *GImGui;
8261
144k
    g.FocusScopeStack.push_back(id);
8262
144k
    g.CurrentFocusScopeId = id;
8263
144k
}
8264
8265
void ImGui::PopFocusScope()
8266
144k
{
8267
144k
    ImGuiContext& g = *GImGui;
8268
144k
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8269
144k
    g.FocusScopeStack.pop_back();
8270
144k
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8271
144k
}
8272
8273
// Focus = move navigation cursor, set scrolling, set focus window.
8274
void ImGui::FocusItem()
8275
0
{
8276
0
    ImGuiContext& g = *GImGui;
8277
0
    ImGuiWindow* window = g.CurrentWindow;
8278
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8279
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8280
0
    {
8281
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8282
0
        return;
8283
0
    }
8284
8285
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
8286
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8287
0
    SetNavWindow(window);
8288
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8289
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8290
0
}
8291
8292
void ImGui::ActivateItemByID(ImGuiID id)
8293
0
{
8294
0
    ImGuiContext& g = *GImGui;
8295
0
    g.NavNextActivateId = id;
8296
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8297
0
}
8298
8299
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8300
// But ActivateItem() should function without altering scroll/focus?
8301
void ImGui::SetKeyboardFocusHere(int offset)
8302
0
{
8303
0
    ImGuiContext& g = *GImGui;
8304
0
    ImGuiWindow* window = g.CurrentWindow;
8305
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8306
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8307
8308
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8309
    // When we refactor this function into ActivateItem() we may want to make this an option.
8310
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8311
    // is also automatically dropped in the event g.ActiveId is stolen.
8312
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8313
0
    {
8314
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8315
0
        return;
8316
0
    }
8317
8318
0
    SetNavWindow(window);
8319
8320
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
8321
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8322
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8323
0
    if (offset == -1)
8324
0
    {
8325
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8326
0
    }
8327
0
    else
8328
0
    {
8329
0
        g.NavTabbingDir = 1;
8330
0
        g.NavTabbingCounter = offset + 1;
8331
0
    }
8332
0
}
8333
8334
void ImGui::SetItemDefaultFocus()
8335
0
{
8336
0
    ImGuiContext& g = *GImGui;
8337
0
    ImGuiWindow* window = g.CurrentWindow;
8338
0
    if (!window->Appearing)
8339
0
        return;
8340
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8341
0
        return;
8342
8343
0
    g.NavInitRequest = false;
8344
0
    NavApplyItemToResult(&g.NavInitResult);
8345
0
    NavUpdateAnyRequestFlag();
8346
8347
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8348
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8349
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8350
0
}
8351
8352
void ImGui::SetStateStorage(ImGuiStorage* tree)
8353
0
{
8354
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8355
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8356
0
}
8357
8358
ImGuiStorage* ImGui::GetStateStorage()
8359
0
{
8360
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8361
0
    return window->DC.StateStorage;
8362
0
}
8363
8364
void ImGui::PushID(const char* str_id)
8365
47.3k
{
8366
47.3k
    ImGuiContext& g = *GImGui;
8367
47.3k
    ImGuiWindow* window = g.CurrentWindow;
8368
47.3k
    ImGuiID id = window->GetID(str_id);
8369
47.3k
    window->IDStack.push_back(id);
8370
47.3k
}
8371
8372
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8373
0
{
8374
0
    ImGuiContext& g = *GImGui;
8375
0
    ImGuiWindow* window = g.CurrentWindow;
8376
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8377
0
    window->IDStack.push_back(id);
8378
0
}
8379
8380
void ImGui::PushID(const void* ptr_id)
8381
0
{
8382
0
    ImGuiContext& g = *GImGui;
8383
0
    ImGuiWindow* window = g.CurrentWindow;
8384
0
    ImGuiID id = window->GetID(ptr_id);
8385
0
    window->IDStack.push_back(id);
8386
0
}
8387
8388
void ImGui::PushID(int int_id)
8389
0
{
8390
0
    ImGuiContext& g = *GImGui;
8391
0
    ImGuiWindow* window = g.CurrentWindow;
8392
0
    ImGuiID id = window->GetID(int_id);
8393
0
    window->IDStack.push_back(id);
8394
0
}
8395
8396
// Push a given id value ignoring the ID stack as a seed.
8397
void ImGui::PushOverrideID(ImGuiID id)
8398
0
{
8399
0
    ImGuiContext& g = *GImGui;
8400
0
    ImGuiWindow* window = g.CurrentWindow;
8401
0
    if (g.DebugHookIdInfo == id)
8402
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8403
0
    window->IDStack.push_back(id);
8404
0
}
8405
8406
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8407
// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
8408
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8409
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8410
0
{
8411
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8412
0
    ImGuiContext& g = *GImGui;
8413
0
    if (g.DebugHookIdInfo == id)
8414
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8415
0
    return id;
8416
0
}
8417
8418
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8419
0
{
8420
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8421
0
    ImGuiContext& g = *GImGui;
8422
0
    if (g.DebugHookIdInfo == id)
8423
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8424
0
    return id;
8425
0
}
8426
8427
void ImGui::PopID()
8428
47.3k
{
8429
47.3k
    ImGuiWindow* window = GImGui->CurrentWindow;
8430
47.3k
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8431
47.3k
    window->IDStack.pop_back();
8432
47.3k
}
8433
8434
ImGuiID ImGui::GetID(const char* str_id)
8435
0
{
8436
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8437
0
    return window->GetID(str_id);
8438
0
}
8439
8440
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8441
0
{
8442
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8443
0
    return window->GetID(str_id_begin, str_id_end);
8444
0
}
8445
8446
ImGuiID ImGui::GetID(const void* ptr_id)
8447
0
{
8448
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8449
0
    return window->GetID(ptr_id);
8450
0
}
8451
8452
bool ImGui::IsRectVisible(const ImVec2& size)
8453
0
{
8454
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8455
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8456
0
}
8457
8458
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8459
0
{
8460
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8461
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8462
0
}
8463
8464
8465
//-----------------------------------------------------------------------------
8466
// [SECTION] INPUTS
8467
//-----------------------------------------------------------------------------
8468
// - GetKeyData() [Internal]
8469
// - GetKeyIndex() [Internal]
8470
// - GetKeyName()
8471
// - GetKeyChordName() [Internal]
8472
// - CalcTypematicRepeatAmount() [Internal]
8473
// - GetTypematicRepeatRate() [Internal]
8474
// - GetKeyPressedAmount() [Internal]
8475
// - GetKeyMagnitude2d() [Internal]
8476
//-----------------------------------------------------------------------------
8477
// - UpdateKeyRoutingTable() [Internal]
8478
// - GetRoutingIdFromOwnerId() [Internal]
8479
// - GetShortcutRoutingData() [Internal]
8480
// - CalcRoutingScore() [Internal]
8481
// - SetShortcutRouting() [Internal]
8482
// - TestShortcutRouting() [Internal]
8483
//-----------------------------------------------------------------------------
8484
// - IsKeyDown()
8485
// - IsKeyPressed()
8486
// - IsKeyReleased()
8487
//-----------------------------------------------------------------------------
8488
// - IsMouseDown()
8489
// - IsMouseClicked()
8490
// - IsMouseReleased()
8491
// - IsMouseDoubleClicked()
8492
// - GetMouseClickedCount()
8493
// - IsMouseHoveringRect() [Internal]
8494
// - IsMouseDragPastThreshold() [Internal]
8495
// - IsMouseDragging()
8496
// - GetMousePos()
8497
// - SetMousePos() [Internal]
8498
// - GetMousePosOnOpeningCurrentPopup()
8499
// - IsMousePosValid()
8500
// - IsAnyMouseDown()
8501
// - GetMouseDragDelta()
8502
// - ResetMouseDragDelta()
8503
// - GetMouseCursor()
8504
// - SetMouseCursor()
8505
//-----------------------------------------------------------------------------
8506
// - UpdateAliasKey()
8507
// - GetMergedModsFromKeys()
8508
// - UpdateKeyboardInputs()
8509
// - UpdateMouseInputs()
8510
//-----------------------------------------------------------------------------
8511
// - LockWheelingWindow [Internal]
8512
// - FindBestWheelingWindow [Internal]
8513
// - UpdateMouseWheel() [Internal]
8514
//-----------------------------------------------------------------------------
8515
// - SetNextFrameWantCaptureKeyboard()
8516
// - SetNextFrameWantCaptureMouse()
8517
//-----------------------------------------------------------------------------
8518
// - GetInputSourceName() [Internal]
8519
// - DebugPrintInputEvent() [Internal]
8520
// - UpdateInputEvents() [Internal]
8521
//-----------------------------------------------------------------------------
8522
// - GetKeyOwner() [Internal]
8523
// - TestKeyOwner() [Internal]
8524
// - SetKeyOwner() [Internal]
8525
// - SetItemKeyOwner() [Internal]
8526
// - Shortcut() [Internal]
8527
//-----------------------------------------------------------------------------
8528
8529
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8530
1.91M
{
8531
1.91M
    ImGuiContext& g = *ctx;
8532
8533
    // Special storage location for mods
8534
1.91M
    if (key & ImGuiMod_Mask_)
8535
435k
        key = ConvertSingleModFlagToKey(ctx, key);
8536
8537
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8538
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8539
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8540
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8541
#else
8542
1.91M
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8543
1.91M
#endif
8544
1.91M
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8545
1.91M
}
8546
8547
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8548
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8549
{
8550
    ImGuiContext& g = *GImGui;
8551
    IM_ASSERT(IsNamedKey(key));
8552
    const ImGuiKeyData* key_data = GetKeyData(key);
8553
    return (ImGuiKey)(key_data - g.IO.KeysData);
8554
}
8555
#endif
8556
8557
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8558
static const char* const GKeyNames[] =
8559
{
8560
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8561
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8562
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8563
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8564
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8565
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8566
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8567
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8568
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8569
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8570
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8571
    "GamepadStart", "GamepadBack",
8572
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8573
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8574
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8575
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8576
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8577
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8578
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8579
};
8580
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8581
8582
const char* ImGui::GetKeyName(ImGuiKey key)
8583
0
{
8584
0
    ImGuiContext& g = *GImGui;
8585
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8586
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8587
#else
8588
    if (IsLegacyKey(key))
8589
    {
8590
        if (g.IO.KeyMap[key] == -1)
8591
            return "N/A";
8592
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8593
        key = (ImGuiKey)g.IO.KeyMap[key];
8594
    }
8595
#endif
8596
0
    if (key == ImGuiKey_None)
8597
0
        return "None";
8598
0
    if (key & ImGuiMod_Mask_)
8599
0
        key = ConvertSingleModFlagToKey(&g, key);
8600
0
    if (!IsNamedKey(key))
8601
0
        return "Unknown";
8602
8603
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8604
0
}
8605
8606
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8607
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8608
0
{
8609
0
    ImGuiContext& g = *GImGui;
8610
0
    if (key_chord & ImGuiMod_Shortcut)
8611
0
        key_chord = ConvertShortcutMod(key_chord);
8612
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8613
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8614
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8615
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8616
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8617
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8618
0
}
8619
8620
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8621
// t1 = current time (e.g.: g.Time)
8622
// An event is triggered at:
8623
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8624
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8625
26.4k
{
8626
26.4k
    if (t1 == 0.0f)
8627
0
        return 1;
8628
26.4k
    if (t0 >= t1)
8629
0
        return 0;
8630
26.4k
    if (repeat_rate <= 0.0f)
8631
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8632
26.4k
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8633
26.4k
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8634
26.4k
    const int count = count_t1 - count_t0;
8635
26.4k
    return count;
8636
26.4k
}
8637
8638
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8639
45.0k
{
8640
45.0k
    ImGuiContext& g = *GImGui;
8641
45.0k
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8642
45.0k
    {
8643
5.38k
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8644
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8645
39.6k
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8646
45.0k
    }
8647
45.0k
}
8648
8649
// Return value representing the number of presses in the last time period, for the given repeat rate
8650
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8651
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8652
26.4k
{
8653
26.4k
    ImGuiContext& g = *GImGui;
8654
26.4k
    const ImGuiKeyData* key_data = GetKeyData(key);
8655
26.4k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8656
0
        return 0;
8657
26.4k
    const float t = key_data->DownDuration;
8658
26.4k
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8659
26.4k
}
8660
8661
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8662
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8663
0
{
8664
0
    return ImVec2(
8665
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8666
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8667
0
}
8668
8669
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8670
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8671
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8672
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8673
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8674
48.4k
{
8675
48.4k
    ImGuiContext& g = *GImGui;
8676
48.4k
    rt->EntriesNext.resize(0);
8677
6.82M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8678
6.77M
    {
8679
6.77M
        const int new_routing_start_idx = rt->EntriesNext.Size;
8680
6.77M
        ImGuiKeyRoutingData* routing_entry;
8681
6.77M
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8682
0
        {
8683
0
            routing_entry = &rt->Entries[old_routing_idx];
8684
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8685
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8686
0
            routing_entry->RoutingNextScore = 255;
8687
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8688
0
                continue;
8689
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8690
8691
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8692
0
            if (routing_entry->Mods == g.IO.KeyMods)
8693
0
            {
8694
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8695
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8696
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8697
0
            }
8698
0
        }
8699
8700
        // Rewrite linked-list
8701
6.77M
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8702
6.77M
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8703
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8704
6.77M
    }
8705
48.4k
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8706
48.4k
}
8707
8708
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8709
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8710
0
{
8711
0
    ImGuiContext& g = *GImGui;
8712
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8713
0
}
8714
8715
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8716
0
{
8717
    // Majority of shortcuts will be Key + any number of Mods
8718
    // We accept _Single_ mod with ImGuiKey_None.
8719
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8720
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8721
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8722
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8723
0
    ImGuiContext& g = *GImGui;
8724
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8725
0
    ImGuiKeyRoutingData* routing_data;
8726
0
    if (key_chord & ImGuiMod_Shortcut)
8727
0
        key_chord = ConvertShortcutMod(key_chord);
8728
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8729
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8730
0
    if (key == ImGuiKey_None)
8731
0
        key = ConvertSingleModFlagToKey(&g, mods);
8732
0
    IM_ASSERT(IsNamedKey(key));
8733
8734
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8735
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8736
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8737
0
    {
8738
0
        routing_data = &rt->Entries[idx];
8739
0
        if (routing_data->Mods == mods)
8740
0
            return routing_data;
8741
0
    }
8742
8743
    // Add to linked-list
8744
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8745
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8746
0
    routing_data = &rt->Entries[routing_data_idx];
8747
0
    routing_data->Mods = (ImU16)mods;
8748
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8749
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8750
0
    return routing_data;
8751
0
}
8752
8753
// Current score encoding (lower is highest priority):
8754
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8755
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8756
//  -   2: ImGuiInputFlags_RouteGlobal
8757
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8758
//  - 254: ImGuiInputFlags_RouteGlobalLow
8759
//  - 255: never route
8760
// 'flags' should include an explicit routing policy
8761
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8762
0
{
8763
0
    if (flags & ImGuiInputFlags_RouteFocused)
8764
0
    {
8765
0
        ImGuiContext& g = *GImGui;
8766
0
        ImGuiWindow* focused = g.NavWindow;
8767
8768
        // ActiveID gets top priority
8769
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8770
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8771
0
            return 1;
8772
8773
        // Score based on distance to focused window (lower is better)
8774
        // Assuming both windows are submitting a routing request,
8775
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8776
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8777
        // Assuming only WindowA is submitting a routing request,
8778
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8779
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8780
0
            for (int next_score = 3; focused != NULL; next_score++)
8781
0
            {
8782
0
                if (focused == location)
8783
0
                {
8784
0
                    IM_ASSERT(next_score < 255);
8785
0
                    return next_score;
8786
0
                }
8787
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8788
0
            }
8789
0
        return 255;
8790
0
    }
8791
8792
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8793
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8794
0
        return 2;
8795
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8796
0
        return 254;
8797
0
    return 0;
8798
0
}
8799
8800
// Request a desired route for an input chord (key + mods).
8801
// Return true if the route is available this frame.
8802
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8803
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8804
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8805
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8806
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8807
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8808
96.8k
{
8809
96.8k
    ImGuiContext& g = *GImGui;
8810
96.8k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8811
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8812
96.8k
    else
8813
96.8k
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8814
8815
96.8k
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8816
0
        if (g.NavWindow == NULL)
8817
0
            return false;
8818
96.8k
    if (flags & ImGuiInputFlags_RouteAlways)
8819
96.8k
        return true;
8820
8821
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8822
0
    if (score == 255)
8823
0
        return false;
8824
8825
    // Submit routing for NEXT frame (assuming score is sufficient)
8826
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8827
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8828
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8829
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8830
0
    if (score < routing_data->RoutingNextScore)
8831
0
    {
8832
0
        routing_data->RoutingNext = routing_id;
8833
0
        routing_data->RoutingNextScore = (ImU8)score;
8834
0
    }
8835
8836
    // Return routing state for CURRENT frame
8837
0
    return routing_data->RoutingCurr == routing_id;
8838
0
}
8839
8840
// Currently unused by core (but used by tests)
8841
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8842
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8843
0
{
8844
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8845
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8846
0
    return routing_data->RoutingCurr == routing_id;
8847
0
}
8848
8849
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8850
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8851
bool ImGui::IsKeyDown(ImGuiKey key)
8852
729k
{
8853
729k
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8854
729k
}
8855
8856
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8857
795k
{
8858
795k
    const ImGuiKeyData* key_data = GetKeyData(key);
8859
795k
    if (!key_data->Down)
8860
778k
        return false;
8861
16.8k
    if (!TestKeyOwner(key, owner_id))
8862
0
        return false;
8863
16.8k
    return true;
8864
16.8k
}
8865
8866
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8867
417k
{
8868
417k
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8869
417k
}
8870
8871
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
8872
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
8873
753k
{
8874
753k
    const ImGuiKeyData* key_data = GetKeyData(key);
8875
753k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8876
704k
        return false;
8877
48.3k
    const float t = key_data->DownDuration;
8878
48.3k
    if (t < 0.0f)
8879
0
        return false;
8880
48.3k
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8881
8882
48.3k
    bool pressed = (t == 0.0f);
8883
48.3k
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
8884
45.0k
    {
8885
45.0k
        float repeat_delay, repeat_rate;
8886
45.0k
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
8887
45.0k
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
8888
45.0k
    }
8889
48.3k
    if (!pressed)
8890
37.0k
        return false;
8891
11.3k
    if (!TestKeyOwner(key, owner_id))
8892
0
        return false;
8893
11.3k
    return true;
8894
11.3k
}
8895
8896
bool ImGui::IsKeyReleased(ImGuiKey key)
8897
0
{
8898
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
8899
0
}
8900
8901
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
8902
0
{
8903
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8904
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
8905
0
        return false;
8906
0
    if (!TestKeyOwner(key, owner_id))
8907
0
        return false;
8908
0
    return true;
8909
0
}
8910
8911
bool ImGui::IsMouseDown(ImGuiMouseButton button)
8912
0
{
8913
0
    ImGuiContext& g = *GImGui;
8914
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8915
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
8916
0
}
8917
8918
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
8919
6
{
8920
6
    ImGuiContext& g = *GImGui;
8921
6
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8922
6
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
8923
6
}
8924
8925
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
8926
4
{
8927
4
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8928
4
}
8929
8930
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
8931
188
{
8932
188
    ImGuiContext& g = *GImGui;
8933
188
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8934
188
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8935
182
        return false;
8936
6
    const float t = g.IO.MouseDownDuration[button];
8937
6
    if (t < 0.0f)
8938
0
        return false;
8939
6
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8940
8941
6
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
8942
6
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
8943
6
    if (!pressed)
8944
2
        return false;
8945
8946
4
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
8947
0
        return false;
8948
8949
4
    return true;
8950
4
}
8951
8952
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
8953
0
{
8954
0
    ImGuiContext& g = *GImGui;
8955
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8956
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
8957
0
}
8958
8959
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
8960
184
{
8961
184
    ImGuiContext& g = *GImGui;
8962
184
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8963
184
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
8964
184
}
8965
8966
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
8967
4
{
8968
4
    ImGuiContext& g = *GImGui;
8969
4
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8970
4
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
8971
4
}
8972
8973
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
8974
0
{
8975
0
    ImGuiContext& g = *GImGui;
8976
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8977
0
    return g.IO.MouseClickedCount[button];
8978
0
}
8979
8980
// Test if mouse cursor is hovering given rectangle
8981
// NB- Rectangle is clipped by our current clip setting
8982
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
8983
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
8984
293k
{
8985
293k
    ImGuiContext& g = *GImGui;
8986
8987
    // Clip
8988
293k
    ImRect rect_clipped(r_min, r_max);
8989
293k
    if (clip)
8990
149k
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
8991
8992
    // Expand for touch input
8993
293k
    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
8994
293k
    if (!rect_for_touch.Contains(g.IO.MousePos))
8995
286k
        return false;
8996
7.19k
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
8997
2
        return false;
8998
7.19k
    return true;
8999
7.19k
}
9000
9001
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
9002
// [Internal] This doesn't test if the button is pressed
9003
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
9004
57
{
9005
57
    ImGuiContext& g = *GImGui;
9006
57
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9007
57
    if (lock_threshold < 0.0f)
9008
57
        lock_threshold = g.IO.MouseDragThreshold;
9009
57
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
9010
57
}
9011
9012
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
9013
61
{
9014
61
    ImGuiContext& g = *GImGui;
9015
61
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9016
61
    if (!g.IO.MouseDown[button])
9017
4
        return false;
9018
57
    return IsMouseDragPastThreshold(button, lock_threshold);
9019
61
}
9020
9021
ImVec2 ImGui::GetMousePos()
9022
11.9k
{
9023
11.9k
    ImGuiContext& g = *GImGui;
9024
11.9k
    return g.IO.MousePos;
9025
11.9k
}
9026
9027
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
9028
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
9029
void ImGui::TeleportMousePos(const ImVec2& pos)
9030
0
{
9031
0
    ImGuiContext& g = *GImGui;
9032
0
    g.IO.MousePos = g.IO.MousePosPrev = pos;
9033
0
    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
9034
0
    g.IO.WantSetMousePos = true;
9035
    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9036
0
}
9037
9038
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
9039
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
9040
0
{
9041
0
    ImGuiContext& g = *GImGui;
9042
0
    if (g.BeginPopupStack.Size > 0)
9043
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
9044
0
    return g.IO.MousePos;
9045
0
}
9046
9047
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
9048
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
9049
166k
{
9050
    // The assert is only to silence a false-positive in XCode Static Analysis.
9051
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
9052
166k
    IM_ASSERT(GImGui != NULL);
9053
166k
    const float MOUSE_INVALID = -256000.0f;
9054
166k
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
9055
166k
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
9056
166k
}
9057
9058
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
9059
bool ImGui::IsAnyMouseDown()
9060
0
{
9061
0
    ImGuiContext& g = *GImGui;
9062
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
9063
0
        if (g.IO.MouseDown[n])
9064
0
            return true;
9065
0
    return false;
9066
0
}
9067
9068
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
9069
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
9070
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
9071
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
9072
0
{
9073
0
    ImGuiContext& g = *GImGui;
9074
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9075
0
    if (lock_threshold < 0.0f)
9076
0
        lock_threshold = g.IO.MouseDragThreshold;
9077
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
9078
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
9079
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
9080
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
9081
0
    return ImVec2(0.0f, 0.0f);
9082
0
}
9083
9084
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9085
0
{
9086
0
    ImGuiContext& g = *GImGui;
9087
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9088
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9089
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9090
0
}
9091
9092
// Get desired mouse cursor shape.
9093
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9094
// updated during the frame, and locked in EndFrame()/Render().
9095
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9096
ImGuiMouseCursor ImGui::GetMouseCursor()
9097
0
{
9098
0
    ImGuiContext& g = *GImGui;
9099
0
    return g.MouseCursor;
9100
0
}
9101
9102
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9103
2
{
9104
2
    ImGuiContext& g = *GImGui;
9105
2
    g.MouseCursor = cursor_type;
9106
2
}
9107
9108
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9109
338k
{
9110
338k
    IM_ASSERT(ImGui::IsAliasKey(key));
9111
338k
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9112
338k
    key_data->Down = v;
9113
338k
    key_data->AnalogValue = analog_value;
9114
338k
}
9115
9116
// [Internal] Do not use directly
9117
static ImGuiKeyChord GetMergedModsFromKeys()
9118
96.8k
{
9119
96.8k
    ImGuiKeyChord mods = 0;
9120
96.8k
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9121
96.8k
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9122
96.8k
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9123
96.8k
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9124
96.8k
    return mods;
9125
96.8k
}
9126
9127
static void ImGui::UpdateKeyboardInputs()
9128
48.4k
{
9129
48.4k
    ImGuiContext& g = *GImGui;
9130
48.4k
    ImGuiIO& io = g.IO;
9131
9132
    // Import legacy keys or verify they are not used
9133
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9134
    if (io.BackendUsingLegacyKeyArrays == 0)
9135
    {
9136
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9137
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9138
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9139
    }
9140
    else
9141
    {
9142
        if (g.FrameCount == 0)
9143
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9144
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9145
9146
        // Build reverse KeyMap (Named -> Legacy)
9147
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9148
            if (io.KeyMap[n] != -1)
9149
            {
9150
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9151
                io.KeyMap[io.KeyMap[n]] = n;
9152
            }
9153
9154
        // Import legacy keys into new ones
9155
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9156
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9157
            {
9158
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9159
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9160
                io.KeysData[key].Down = io.KeysDown[n];
9161
                if (key != n)
9162
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9163
                io.BackendUsingLegacyKeyArrays = 1;
9164
            }
9165
        if (io.BackendUsingLegacyKeyArrays == 1)
9166
        {
9167
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9168
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9169
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9170
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9171
        }
9172
    }
9173
9174
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9175
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9176
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9177
    {
9178
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9179
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9180
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9181
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9182
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9183
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9184
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9185
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9186
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9187
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9188
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9189
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9190
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9191
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9192
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9193
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9194
        #undef NAV_MAP_KEY
9195
    }
9196
#endif
9197
#endif
9198
9199
    // Update aliases
9200
290k
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9201
242k
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9202
48.4k
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9203
48.4k
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9204
9205
    // Synchronize io.KeyMods and io.KeyXXX values.
9206
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9207
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9208
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9209
48.4k
    io.KeyMods = GetMergedModsFromKeys();
9210
48.4k
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9211
48.4k
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9212
48.4k
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9213
48.4k
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9214
9215
    // Clear gamepad data if disabled
9216
48.4k
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9217
1.21M
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9218
1.16M
        {
9219
1.16M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9220
1.16M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9221
1.16M
        }
9222
9223
    // Update keys
9224
6.82M
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9225
6.77M
    {
9226
6.77M
        ImGuiKeyData* key_data = &io.KeysData[i];
9227
6.77M
        key_data->DownDurationPrev = key_data->DownDuration;
9228
6.77M
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9229
6.77M
    }
9230
9231
    // Update keys/input owner (named keys only): one entry per key
9232
6.82M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9233
6.77M
    {
9234
6.77M
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9235
6.77M
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9236
6.77M
        owner_data->OwnerCurr = owner_data->OwnerNext;
9237
6.77M
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9238
6.73M
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9239
6.77M
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9240
6.77M
    }
9241
9242
48.4k
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9243
48.4k
}
9244
9245
static void ImGui::UpdateMouseInputs()
9246
48.4k
{
9247
48.4k
    ImGuiContext& g = *GImGui;
9248
48.4k
    ImGuiIO& io = g.IO;
9249
9250
    // Mouse Wheel swapping flag
9251
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9252
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9253
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9254
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9255
48.4k
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9256
9257
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9258
48.4k
    if (IsMousePosValid(&io.MousePos))
9259
12.1k
        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
9260
9261
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9262
48.4k
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9263
11.0k
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9264
37.3k
    else
9265
37.3k
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9266
9267
    // Update stationary timer.
9268
    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
9269
48.4k
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9270
48.4k
    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
9271
48.4k
    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
9272
    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
9273
9274
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9275
48.4k
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9276
1.19k
        g.NavDisableMouseHover = false;
9277
9278
48.4k
    io.MousePosPrev = io.MousePos;
9279
290k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9280
242k
    {
9281
242k
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9282
242k
        io.MouseClickedCount[i] = 0; // Will be filled below
9283
242k
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9284
242k
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9285
242k
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9286
242k
        if (io.MouseClicked[i])
9287
2.29k
        {
9288
2.29k
            bool is_repeated_click = false;
9289
2.29k
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9290
1.27k
            {
9291
1.27k
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9292
1.27k
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9293
1.16k
                    is_repeated_click = true;
9294
1.27k
            }
9295
2.29k
            if (is_repeated_click)
9296
1.16k
                io.MouseClickedLastCount[i]++;
9297
1.13k
            else
9298
1.13k
                io.MouseClickedLastCount[i] = 1;
9299
2.29k
            io.MouseClickedTime[i] = g.Time;
9300
2.29k
            io.MouseClickedPos[i] = io.MousePos;
9301
2.29k
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9302
2.29k
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9303
2.29k
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9304
2.29k
        }
9305
239k
        else if (io.MouseDown[i])
9306
8.57k
        {
9307
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9308
8.57k
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9309
8.57k
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9310
8.57k
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9311
8.57k
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9312
8.57k
        }
9313
9314
        // We provide io.MouseDoubleClicked[] as a legacy service
9315
242k
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9316
9317
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9318
242k
        if (io.MouseClicked[i])
9319
2.29k
            g.NavDisableMouseHover = false;
9320
242k
    }
9321
48.4k
}
9322
9323
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9324
10
{
9325
10
    ImGuiContext& g = *GImGui;
9326
10
    if (window)
9327
5
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9328
5
    else
9329
5
        g.WheelingWindowReleaseTimer = 0.0f;
9330
10
    if (g.WheelingWindow == window)
9331
0
        return;
9332
10
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9333
10
    g.WheelingWindow = window;
9334
10
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9335
10
    if (window == NULL)
9336
5
    {
9337
5
        g.WheelingWindowStartFrame = -1;
9338
5
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9339
5
    }
9340
10
}
9341
9342
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9343
9
{
9344
    // For each axis, find window in the hierarchy that may want to use scrolling
9345
9
    ImGuiContext& g = *GImGui;
9346
9
    ImGuiWindow* windows[2] = { NULL, NULL };
9347
27
    for (int axis = 0; axis < 2; axis++)
9348
18
        if (wheel[axis] != 0.0f)
9349
17
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9350
1
            {
9351
                // Bubble up into parent window if:
9352
                // - a child window doesn't allow any scrolling.
9353
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9354
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9355
1
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9356
1
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9357
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9358
1
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9359
1
                    break; // select this window
9360
1
            }
9361
9
    if (windows[0] == NULL && windows[1] == NULL)
9362
0
        return NULL;
9363
9364
    // If there's only one window or only one axis then there's no ambiguity
9365
9
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9366
9
        return windows[1] ? windows[1] : windows[0];
9367
9368
    // If candidate are different windows we need to decide which one to prioritize
9369
    // - First frame: only find a winner if one axis is zero.
9370
    // - Subsequent frames: only find a winner when one is more than the other.
9371
0
    if (g.WheelingWindowStartFrame == -1)
9372
0
        g.WheelingWindowStartFrame = g.FrameCount;
9373
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9374
0
    {
9375
0
        g.WheelingWindowWheelRemainder = wheel;
9376
0
        return NULL;
9377
0
    }
9378
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9379
0
}
9380
9381
// Called by NewFrame()
9382
void ImGui::UpdateMouseWheel()
9383
48.4k
{
9384
    // Reset the locked window if we move the mouse or after the timer elapses.
9385
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9386
48.4k
    ImGuiContext& g = *GImGui;
9387
48.4k
    if (g.WheelingWindow != NULL)
9388
40
    {
9389
40
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9390
40
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9391
3
            g.WheelingWindowReleaseTimer = 0.0f;
9392
40
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9393
5
            LockWheelingWindow(NULL, 0.0f);
9394
40
    }
9395
9396
48.4k
    ImVec2 wheel;
9397
48.4k
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9398
48.4k
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9399
9400
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9401
48.4k
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9402
48.4k
    if (!mouse_window || mouse_window->Collapsed)
9403
47.6k
        return;
9404
9405
    // Zoom / Scale window
9406
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9407
758
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9408
0
    {
9409
0
        LockWheelingWindow(mouse_window, wheel.y);
9410
0
        ImGuiWindow* window = mouse_window;
9411
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9412
0
        const float scale = new_font_scale / window->FontWindowScale;
9413
0
        window->FontWindowScale = new_font_scale;
9414
0
        if (window == window->RootWindow)
9415
0
        {
9416
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9417
0
            SetWindowPos(window, window->Pos + offset, 0);
9418
0
            window->Size = ImFloor(window->Size * scale);
9419
0
            window->SizeFull = ImFloor(window->SizeFull * scale);
9420
0
        }
9421
0
        return;
9422
0
    }
9423
758
    if (g.IO.KeyCtrl)
9424
0
        return;
9425
9426
    // Mouse wheel scrolling
9427
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9428
758
    if (g.IO.MouseWheelRequestAxisSwap)
9429
0
        wheel = ImVec2(wheel.y, 0.0f);
9430
9431
    // Maintain a rough average of moving magnitude on both axises
9432
    // FIXME: should by based on wall clock time rather than frame-counter
9433
758
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9434
758
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9435
9436
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9437
758
    wheel += g.WheelingWindowWheelRemainder;
9438
758
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9439
758
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9440
749
        return;
9441
9442
    // Mouse wheel scrolling: find target and apply
9443
    // - don't renew lock if axis doesn't apply on the window.
9444
    // - select a main axis when both axises are being moved.
9445
9
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9446
9
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9447
9
        {
9448
9
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9449
9
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9450
3
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9451
9
            if (do_scroll[ImGuiAxis_X])
9452
1
            {
9453
1
                LockWheelingWindow(window, wheel.x);
9454
1
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9455
1
                float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
9456
1
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9457
1
            }
9458
9
            if (do_scroll[ImGuiAxis_Y])
9459
4
            {
9460
4
                LockWheelingWindow(window, wheel.y);
9461
4
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9462
4
                float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
9463
4
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9464
4
            }
9465
9
        }
9466
9
}
9467
9468
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9469
0
{
9470
0
    ImGuiContext& g = *GImGui;
9471
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9472
0
}
9473
9474
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9475
0
{
9476
0
    ImGuiContext& g = *GImGui;
9477
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9478
0
}
9479
9480
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9481
static const char* GetInputSourceName(ImGuiInputSource source)
9482
0
{
9483
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9484
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9485
0
    return input_source_names[source];
9486
0
}
9487
static const char* GetMouseSourceName(ImGuiMouseSource source)
9488
0
{
9489
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9490
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9491
0
    return mouse_source_names[source];
9492
0
}
9493
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9494
0
{
9495
0
    ImGuiContext& g = *GImGui;
9496
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
9497
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
9498
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9499
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9500
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9501
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9502
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9503
0
}
9504
#endif
9505
9506
// Process input queue
9507
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9508
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9509
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9510
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9511
48.4k
{
9512
48.4k
    ImGuiContext& g = *GImGui;
9513
48.4k
    ImGuiIO& io = g.IO;
9514
9515
    // Only trickle chars<>key when working with InputText()
9516
    // FIXME: InputText() could parse event trail?
9517
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9518
48.4k
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9519
9520
48.4k
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9521
48.4k
    int  mouse_button_changed = 0x00;
9522
48.4k
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9523
9524
48.4k
    int event_n = 0;
9525
60.1k
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9526
14.3k
    {
9527
14.3k
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9528
14.3k
        if (e->Type == ImGuiInputEventType_MousePos)
9529
3.00k
        {
9530
3.00k
            if (g.IO.WantSetMousePos)
9531
0
                continue;
9532
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9533
3.00k
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9534
3.00k
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9535
339
                break;
9536
2.66k
            io.MousePos = event_pos;
9537
2.66k
            io.MouseSource = e->MousePos.MouseSource;
9538
2.66k
            mouse_moved = true;
9539
2.66k
        }
9540
11.3k
        else if (e->Type == ImGuiInputEventType_MouseButton)
9541
4.49k
        {
9542
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9543
4.49k
            const ImGuiMouseButton button = e->MouseButton.Button;
9544
4.49k
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9545
4.49k
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9546
1.23k
                break;
9547
3.26k
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9548
0
                break;
9549
3.26k
            io.MouseDown[button] = e->MouseButton.Down;
9550
3.26k
            io.MouseSource = e->MouseButton.MouseSource;
9551
3.26k
            mouse_button_changed |= (1 << button);
9552
3.26k
        }
9553
6.89k
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9554
1.14k
        {
9555
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9556
1.14k
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9557
245
                break;
9558
899
            io.MouseWheelH += e->MouseWheel.WheelX;
9559
899
            io.MouseWheel += e->MouseWheel.WheelY;
9560
899
            io.MouseSource = e->MouseWheel.MouseSource;
9561
899
            mouse_wheeled = true;
9562
899
        }
9563
5.75k
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9564
0
        {
9565
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9566
0
        }
9567
5.75k
        else if (e->Type == ImGuiInputEventType_Key)
9568
2.27k
        {
9569
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9570
2.27k
            ImGuiKey key = e->Key.Key;
9571
2.27k
            IM_ASSERT(key != ImGuiKey_None);
9572
2.27k
            ImGuiKeyData* key_data = GetKeyData(key);
9573
2.27k
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9574
2.27k
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9575
360
                break;
9576
1.91k
            key_data->Down = e->Key.Down;
9577
1.91k
            key_data->AnalogValue = e->Key.AnalogValue;
9578
1.91k
            key_changed = true;
9579
1.91k
            key_changed_mask.SetBit(key_data_index);
9580
9581
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9582
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9583
            io.KeysDown[key_data_index] = key_data->Down;
9584
            if (io.KeyMap[key_data_index] != -1)
9585
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9586
#endif
9587
1.91k
        }
9588
3.47k
        else if (e->Type == ImGuiInputEventType_Text)
9589
2.98k
        {
9590
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9591
2.98k
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9592
499
                break;
9593
2.48k
            unsigned int c = e->Text.Char;
9594
2.48k
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9595
2.48k
            if (trickle_interleaved_keys_and_text)
9596
0
                text_inputted = true;
9597
2.48k
        }
9598
485
        else if (e->Type == ImGuiInputEventType_Focus)
9599
485
        {
9600
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9601
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9602
485
            const bool focus_lost = !e->AppFocused.Focused;
9603
485
            io.AppFocusLost = focus_lost;
9604
485
        }
9605
0
        else
9606
0
        {
9607
0
            IM_ASSERT(0 && "Unknown event!");
9608
0
        }
9609
14.3k
    }
9610
9611
    // Record trail (for domain-specific applications wanting to access a precise trail)
9612
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9613
60.1k
    for (int n = 0; n < event_n; n++)
9614
11.7k
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9615
9616
    // [DEBUG]
9617
48.4k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9618
48.4k
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9619
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9620
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9621
48.4k
#endif
9622
9623
    // Remaining events will be processed on the next frame
9624
48.4k
    if (event_n == g.InputEventsQueue.Size)
9625
45.7k
        g.InputEventsQueue.resize(0);
9626
2.67k
    else
9627
2.67k
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9628
9629
    // Clear buttons state when focus is lost
9630
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9631
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9632
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9633
48.4k
    if (g.IO.AppFocusLost)
9634
485
        g.IO.ClearInputKeys();
9635
48.4k
}
9636
9637
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9638
0
{
9639
0
    if (!IsNamedKeyOrModKey(key))
9640
0
        return ImGuiKeyOwner_None;
9641
9642
0
    ImGuiContext& g = *GImGui;
9643
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9644
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9645
9646
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9647
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9648
0
            return ImGuiKeyOwner_None;
9649
9650
0
    return owner_id;
9651
0
}
9652
9653
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9654
// TestKeyOwner(..., None) : (owner == None)
9655
// TestKeyOwner(..., Any)  : no owner test
9656
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9657
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9658
125k
{
9659
125k
    if (!IsNamedKeyOrModKey(key))
9660
0
        return true;
9661
9662
125k
    ImGuiContext& g = *GImGui;
9663
125k
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9664
102
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9665
0
            return false;
9666
9667
125k
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9668
125k
    if (owner_id == ImGuiKeyOwner_Any)
9669
15.1k
        return (owner_data->LockThisFrame == false);
9670
9671
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9672
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9673
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9674
109k
    if (owner_data->OwnerCurr != owner_id)
9675
4
    {
9676
4
        if (owner_data->LockThisFrame)
9677
0
            return false;
9678
4
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9679
0
            return false;
9680
4
    }
9681
9682
109k
    return true;
9683
109k
}
9684
9685
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9686
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9687
// - SetKeyOwner(..., None)              : clears owner
9688
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9689
// - SetKeyOwner(..., Any or None, Lock) : set lock
9690
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9691
4
{
9692
4
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9693
4
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9694
9695
4
    ImGuiContext& g = *GImGui;
9696
4
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9697
4
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9698
9699
    // We cannot lock by default as it would likely break lots of legacy code.
9700
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9701
4
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9702
4
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9703
4
}
9704
9705
// Rarely used helper
9706
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9707
0
{
9708
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
9709
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
9710
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
9711
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
9712
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
9713
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
9714
0
}
9715
9716
// This is more or less equivalent to:
9717
//   if (IsItemHovered() || IsItemActive())
9718
//       SetKeyOwner(key, GetItemID());
9719
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9720
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9721
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9722
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9723
0
{
9724
0
    ImGuiContext& g = *GImGui;
9725
0
    ImGuiID id = g.LastItemData.ID;
9726
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9727
0
        return;
9728
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9729
0
        flags |= ImGuiInputFlags_CondDefault_;
9730
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9731
0
    {
9732
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9733
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9734
0
    }
9735
0
}
9736
9737
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9738
96.8k
{
9739
96.8k
    ImGuiContext& g = *GImGui;
9740
9741
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9742
96.8k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9743
96.8k
        flags |= ImGuiInputFlags_RouteFocused;
9744
96.8k
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9745
0
        return false;
9746
9747
96.8k
    if (key_chord & ImGuiMod_Shortcut)
9748
0
        key_chord = ConvertShortcutMod(key_chord);
9749
96.8k
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9750
96.8k
    if (g.IO.KeyMods != mods)
9751
96.8k
        return false;
9752
9753
    // Special storage location for mods
9754
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9755
0
    if (key == ImGuiKey_None)
9756
0
        key = ConvertSingleModFlagToKey(&g, mods);
9757
9758
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9759
0
        return false;
9760
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9761
9762
0
    return true;
9763
0
}
9764
9765
9766
//-----------------------------------------------------------------------------
9767
// [SECTION] ERROR CHECKING
9768
//-----------------------------------------------------------------------------
9769
9770
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9771
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9772
// If this triggers you have an issue:
9773
// - Most commonly: mismatched headers and compiled code version.
9774
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9775
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9776
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9777
//   Otherwise it is possible that different compilation units would see different structure layout
9778
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9779
1
{
9780
1
    bool error = false;
9781
1
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9782
1
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9783
1
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9784
1
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9785
1
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9786
1
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9787
1
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9788
1
    return !error;
9789
1
}
9790
9791
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9792
// This is causing issues and ambiguity and we need to retire that.
9793
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9794
// [Scenario 1]
9795
//  Previously this would make the window content size ~200x200:
9796
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9797
//  Instead, please submit an item:
9798
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9799
//  Alternative:
9800
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9801
// [Scenario 2]
9802
//  For reference this is one of the issue what we aim to fix with this change:
9803
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9804
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9805
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9806
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9807
0
{
9808
0
    ImGuiContext& g = *GImGui;
9809
0
    ImGuiWindow* window = g.CurrentWindow;
9810
0
    IM_ASSERT(window->DC.IsSetPos);
9811
0
    window->DC.IsSetPos = false;
9812
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9813
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9814
0
        return;
9815
0
    if (window->SkipItems)
9816
0
        return;
9817
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9818
#else
9819
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9820
#endif
9821
0
}
9822
9823
static void ImGui::ErrorCheckNewFrameSanityChecks()
9824
48.4k
{
9825
48.4k
    ImGuiContext& g = *GImGui;
9826
9827
    // Check user IM_ASSERT macro
9828
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9829
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9830
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9831
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9832
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9833
48.4k
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9834
9835
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
9836
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
9837
#ifdef __EMSCRIPTEN__
9838
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
9839
        g.IO.DeltaTime = 0.00001f;
9840
#endif
9841
9842
    // Check user data
9843
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9844
48.4k
    IM_ASSERT(g.Initialized);
9845
48.4k
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9846
48.4k
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9847
48.4k
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9848
48.4k
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9849
48.4k
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9850
48.4k
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9851
48.4k
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9852
48.4k
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9853
48.4k
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
9854
48.4k
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
9855
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9856
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
9857
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
9858
9859
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
9860
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
9861
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
9862
#endif
9863
9864
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
9865
48.4k
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
9866
1
        g.IO.ConfigWindowsResizeFromEdges = false;
9867
9868
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
9869
48.4k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
9870
48.4k
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9871
48.4k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
9872
48.4k
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9873
9874
    // Perform simple checks: multi-viewport and platform windows support
9875
48.4k
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
9876
1
    {
9877
1
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
9878
0
        {
9879
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
9880
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
9881
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
9882
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
9883
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
9884
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
9885
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
9886
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
9887
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
9888
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
9889
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
9890
0
        }
9891
1
        else
9892
1
        {
9893
            // Disable feature, our backends do not support it
9894
1
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
9895
1
        }
9896
9897
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
9898
1
        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
9899
0
        {
9900
0
            IM_UNUSED(mon);
9901
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
9902
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
9903
0
            IM_ASSERT(mon.DpiScale != 0.0f);
9904
0
        }
9905
1
    }
9906
48.4k
}
9907
9908
static void ImGui::ErrorCheckEndFrameSanityChecks()
9909
48.4k
{
9910
48.4k
    ImGuiContext& g = *GImGui;
9911
9912
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
9913
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
9914
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
9915
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
9916
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
9917
    // while still correctly asserting on mid-frame key press events.
9918
48.4k
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
9919
48.4k
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
9920
48.4k
    IM_UNUSED(key_mods);
9921
9922
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
9923
    //ErrorCheckEndFrameRecover();
9924
9925
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
9926
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
9927
48.4k
    if (g.CurrentWindowStack.Size != 1)
9928
0
    {
9929
0
        if (g.CurrentWindowStack.Size > 1)
9930
0
        {
9931
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
9932
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
9933
0
            IM_UNUSED(window);
9934
0
            while (g.CurrentWindowStack.Size > 1)
9935
0
                End();
9936
0
        }
9937
0
        else
9938
0
        {
9939
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
9940
0
        }
9941
0
    }
9942
9943
48.4k
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
9944
48.4k
}
9945
9946
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
9947
// Must be called during or before EndFrame().
9948
// This is generally flawed as we are not necessarily End/Popping things in the right order.
9949
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
9950
// FIXME: Can't recover from interleaved BeginTabBar/Begin
9951
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9952
0
{
9953
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
9954
0
    ImGuiContext& g = *GImGui;
9955
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
9956
0
    {
9957
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
9958
0
        ImGuiWindow* window = g.CurrentWindow;
9959
0
        if (g.CurrentWindowStack.Size == 1)
9960
0
        {
9961
0
            IM_ASSERT(window->IsFallbackWindow);
9962
0
            break;
9963
0
        }
9964
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
9965
0
        {
9966
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
9967
0
            EndChild();
9968
0
        }
9969
0
        else
9970
0
        {
9971
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
9972
0
            End();
9973
0
        }
9974
0
    }
9975
0
}
9976
9977
// Must be called before End()/EndChild()
9978
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9979
0
{
9980
0
    ImGuiContext& g = *GImGui;
9981
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
9982
0
    {
9983
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
9984
0
        EndTable();
9985
0
    }
9986
9987
0
    ImGuiWindow* window = g.CurrentWindow;
9988
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
9989
0
    IM_ASSERT(window != NULL);
9990
0
    while (g.CurrentTabBar != NULL) //-V1044
9991
0
    {
9992
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
9993
0
        EndTabBar();
9994
0
    }
9995
0
    while (window->DC.TreeDepth > 0)
9996
0
    {
9997
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
9998
0
        TreePop();
9999
0
    }
10000
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
10001
0
    {
10002
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
10003
0
        EndGroup();
10004
0
    }
10005
0
    while (window->IDStack.Size > 1)
10006
0
    {
10007
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
10008
0
        PopID();
10009
0
    }
10010
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
10011
0
    {
10012
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
10013
0
        EndDisabled();
10014
0
    }
10015
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
10016
0
    {
10017
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
10018
0
        PopStyleColor();
10019
0
    }
10020
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
10021
0
    {
10022
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
10023
0
        PopItemFlag();
10024
0
    }
10025
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
10026
0
    {
10027
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
10028
0
        PopStyleVar();
10029
0
    }
10030
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
10031
0
    {
10032
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
10033
0
        PopFont();
10034
0
    }
10035
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
10036
0
    {
10037
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
10038
0
        PopFocusScope();
10039
0
    }
10040
0
}
10041
10042
// Save current stack sizes for later compare
10043
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
10044
144k
{
10045
144k
    ImGuiContext& g = *ctx;
10046
144k
    ImGuiWindow* window = g.CurrentWindow;
10047
144k
    SizeOfIDStack = (short)window->IDStack.Size;
10048
144k
    SizeOfColorStack = (short)g.ColorStack.Size;
10049
144k
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
10050
144k
    SizeOfFontStack = (short)g.FontStack.Size;
10051
144k
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
10052
144k
    SizeOfGroupStack = (short)g.GroupStack.Size;
10053
144k
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
10054
144k
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
10055
144k
    SizeOfDisabledStack = (short)g.DisabledStackSize;
10056
144k
}
10057
10058
// Compare to detect usage errors
10059
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
10060
144k
{
10061
144k
    ImGuiContext& g = *ctx;
10062
144k
    ImGuiWindow* window = g.CurrentWindow;
10063
144k
    IM_UNUSED(window);
10064
10065
    // Window stacks
10066
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
10067
144k
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
10068
10069
    // Global stacks
10070
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
10071
144k
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
10072
144k
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
10073
144k
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
10074
144k
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
10075
144k
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
10076
144k
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
10077
144k
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
10078
144k
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
10079
144k
}
10080
10081
10082
//-----------------------------------------------------------------------------
10083
// [SECTION] LAYOUT
10084
//-----------------------------------------------------------------------------
10085
// - ItemSize()
10086
// - ItemAdd()
10087
// - SameLine()
10088
// - GetCursorScreenPos()
10089
// - SetCursorScreenPos()
10090
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10091
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10092
// - GetCursorStartPos()
10093
// - Indent()
10094
// - Unindent()
10095
// - SetNextItemWidth()
10096
// - PushItemWidth()
10097
// - PushMultiItemsWidths()
10098
// - PopItemWidth()
10099
// - CalcItemWidth()
10100
// - CalcItemSize()
10101
// - GetTextLineHeight()
10102
// - GetTextLineHeightWithSpacing()
10103
// - GetFrameHeight()
10104
// - GetFrameHeightWithSpacing()
10105
// - GetContentRegionMax()
10106
// - GetContentRegionMaxAbs() [Internal]
10107
// - GetContentRegionAvail(),
10108
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10109
// - BeginGroup()
10110
// - EndGroup()
10111
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10112
//-----------------------------------------------------------------------------
10113
10114
// Advance cursor given item size for layout.
10115
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10116
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10117
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10118
59.8k
{
10119
59.8k
    ImGuiContext& g = *GImGui;
10120
59.8k
    ImGuiWindow* window = g.CurrentWindow;
10121
59.8k
    if (window->SkipItems)
10122
0
        return;
10123
10124
    // We increase the height in this function to accommodate for baseline offset.
10125
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10126
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10127
59.8k
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10128
10129
59.8k
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10130
59.8k
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10131
10132
    // Always align ourselves on pixel boundaries
10133
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10134
59.8k
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10135
59.8k
    window->DC.CursorPosPrevLine.y = line_y1;
10136
59.8k
    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10137
59.8k
    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10138
59.8k
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10139
59.8k
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10140
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10141
10142
59.8k
    window->DC.PrevLineSize.y = line_height;
10143
59.8k
    window->DC.CurrLineSize.y = 0.0f;
10144
59.8k
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10145
59.8k
    window->DC.CurrLineTextBaseOffset = 0.0f;
10146
59.8k
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10147
10148
    // Horizontal layout mode
10149
59.8k
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10150
0
        SameLine();
10151
59.8k
}
10152
10153
// Declare item bounding box for clipping and interaction.
10154
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10155
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10156
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10157
256k
{
10158
256k
    ImGuiContext& g = *GImGui;
10159
256k
    ImGuiWindow* window = g.CurrentWindow;
10160
10161
    // Set item data
10162
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10163
256k
    g.LastItemData.ID = id;
10164
256k
    g.LastItemData.Rect = bb;
10165
256k
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10166
256k
    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
10167
256k
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10168
    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
10169
10170
    // Directional navigation processing
10171
256k
    if (id != 0)
10172
212k
    {
10173
212k
        KeepAliveID(id);
10174
10175
        // Runs prior to clipping early-out
10176
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10177
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10178
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10179
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10180
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10181
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10182
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10183
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10184
212k
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10185
112k
        {
10186
112k
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10187
112k
            if (g.NavId == id || g.NavAnyRequest)
10188
13.1k
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10189
565
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10190
565
                        NavProcessItem();
10191
112k
        }
10192
10193
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10194
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10195
        // READ THE FAQ: https://dearimgui.com/faq
10196
212k
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10197
212k
    }
10198
256k
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10199
256k
    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
10200
10201
#ifdef IMGUI_ENABLE_TEST_ENGINE
10202
    if (id != 0)
10203
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10204
#endif
10205
10206
    // Clipping test
10207
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10208
    //const bool is_clipped = IsClippedEx(bb, id);
10209
    //if (is_clipped)
10210
    //    return false;
10211
256k
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10212
256k
    if (!is_rect_visible)
10213
110k
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
10214
110k
            if (!g.LogEnabled)
10215
110k
                return false;
10216
10217
    // [DEBUG]
10218
146k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10219
146k
    if (id != 0 && id == g.DebugLocateId)
10220
0
        DebugLocateItemResolveWithLastItem();
10221
146k
#endif
10222
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10223
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10224
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10225
10226
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10227
146k
    if (is_rect_visible)
10228
146k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10229
146k
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10230
1.80k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10231
146k
    return true;
10232
256k
}
10233
10234
// Gets back to previous line and continue with horizontal layout
10235
//      offset_from_start_x == 0 : follow right after previous item
10236
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10237
//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
10238
//      spacing_w >= 0           : enforce spacing amount
10239
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10240
0
{
10241
0
    ImGuiContext& g = *GImGui;
10242
0
    ImGuiWindow* window = g.CurrentWindow;
10243
0
    if (window->SkipItems)
10244
0
        return;
10245
10246
0
    if (offset_from_start_x != 0.0f)
10247
0
    {
10248
0
        if (spacing_w < 0.0f)
10249
0
            spacing_w = 0.0f;
10250
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10251
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10252
0
    }
10253
0
    else
10254
0
    {
10255
0
        if (spacing_w < 0.0f)
10256
0
            spacing_w = g.Style.ItemSpacing.x;
10257
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10258
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10259
0
    }
10260
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10261
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10262
0
    window->DC.IsSameLine = true;
10263
0
}
10264
10265
ImVec2 ImGui::GetCursorScreenPos()
10266
59.2k
{
10267
59.2k
    ImGuiWindow* window = GetCurrentWindowRead();
10268
59.2k
    return window->DC.CursorPos;
10269
59.2k
}
10270
10271
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10272
0
{
10273
0
    ImGuiWindow* window = GetCurrentWindow();
10274
0
    window->DC.CursorPos = pos;
10275
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10276
0
    window->DC.IsSetPos = true;
10277
0
}
10278
10279
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10280
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10281
ImVec2 ImGui::GetCursorPos()
10282
0
{
10283
0
    ImGuiWindow* window = GetCurrentWindowRead();
10284
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10285
0
}
10286
10287
float ImGui::GetCursorPosX()
10288
0
{
10289
0
    ImGuiWindow* window = GetCurrentWindowRead();
10290
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10291
0
}
10292
10293
float ImGui::GetCursorPosY()
10294
0
{
10295
0
    ImGuiWindow* window = GetCurrentWindowRead();
10296
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10297
0
}
10298
10299
void ImGui::SetCursorPos(const ImVec2& local_pos)
10300
0
{
10301
0
    ImGuiWindow* window = GetCurrentWindow();
10302
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10303
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10304
0
    window->DC.IsSetPos = true;
10305
0
}
10306
10307
void ImGui::SetCursorPosX(float x)
10308
0
{
10309
0
    ImGuiWindow* window = GetCurrentWindow();
10310
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10311
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10312
0
    window->DC.IsSetPos = true;
10313
0
}
10314
10315
void ImGui::SetCursorPosY(float y)
10316
0
{
10317
0
    ImGuiWindow* window = GetCurrentWindow();
10318
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10319
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10320
0
    window->DC.IsSetPos = true;
10321
0
}
10322
10323
ImVec2 ImGui::GetCursorStartPos()
10324
0
{
10325
0
    ImGuiWindow* window = GetCurrentWindowRead();
10326
0
    return window->DC.CursorStartPos - window->Pos;
10327
0
}
10328
10329
void ImGui::Indent(float indent_w)
10330
0
{
10331
0
    ImGuiContext& g = *GImGui;
10332
0
    ImGuiWindow* window = GetCurrentWindow();
10333
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10334
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10335
0
}
10336
10337
void ImGui::Unindent(float indent_w)
10338
0
{
10339
0
    ImGuiContext& g = *GImGui;
10340
0
    ImGuiWindow* window = GetCurrentWindow();
10341
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10342
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10343
0
}
10344
10345
// Affect large frame+labels widgets only.
10346
void ImGui::SetNextItemWidth(float item_width)
10347
0
{
10348
0
    ImGuiContext& g = *GImGui;
10349
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10350
0
    g.NextItemData.Width = item_width;
10351
0
}
10352
10353
// FIXME: Remove the == 0.0f behavior?
10354
void ImGui::PushItemWidth(float item_width)
10355
0
{
10356
0
    ImGuiContext& g = *GImGui;
10357
0
    ImGuiWindow* window = g.CurrentWindow;
10358
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10359
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10360
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10361
0
}
10362
10363
void ImGui::PushMultiItemsWidths(int components, float w_full)
10364
0
{
10365
0
    ImGuiContext& g = *GImGui;
10366
0
    ImGuiWindow* window = g.CurrentWindow;
10367
0
    const ImGuiStyle& style = g.Style;
10368
0
    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10369
0
    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10370
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10371
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10372
0
    for (int i = 0; i < components - 2; i++)
10373
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10374
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10375
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10376
0
}
10377
10378
void ImGui::PopItemWidth()
10379
0
{
10380
0
    ImGuiWindow* window = GetCurrentWindow();
10381
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10382
0
    window->DC.ItemWidthStack.pop_back();
10383
0
}
10384
10385
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10386
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10387
float ImGui::CalcItemWidth()
10388
0
{
10389
0
    ImGuiContext& g = *GImGui;
10390
0
    ImGuiWindow* window = g.CurrentWindow;
10391
0
    float w;
10392
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10393
0
        w = g.NextItemData.Width;
10394
0
    else
10395
0
        w = window->DC.ItemWidth;
10396
0
    if (w < 0.0f)
10397
0
    {
10398
0
        float region_max_x = GetContentRegionMaxAbs().x;
10399
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10400
0
    }
10401
0
    w = IM_FLOOR(w);
10402
0
    return w;
10403
0
}
10404
10405
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10406
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10407
// Note that only CalcItemWidth() is publicly exposed.
10408
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10409
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10410
0
{
10411
0
    ImGuiContext& g = *GImGui;
10412
0
    ImGuiWindow* window = g.CurrentWindow;
10413
10414
0
    ImVec2 region_max;
10415
0
    if (size.x < 0.0f || size.y < 0.0f)
10416
0
        region_max = GetContentRegionMaxAbs();
10417
10418
0
    if (size.x == 0.0f)
10419
0
        size.x = default_w;
10420
0
    else if (size.x < 0.0f)
10421
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10422
10423
0
    if (size.y == 0.0f)
10424
0
        size.y = default_h;
10425
0
    else if (size.y < 0.0f)
10426
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10427
10428
0
    return size;
10429
0
}
10430
10431
float ImGui::GetTextLineHeight()
10432
0
{
10433
0
    ImGuiContext& g = *GImGui;
10434
0
    return g.FontSize;
10435
0
}
10436
10437
float ImGui::GetTextLineHeightWithSpacing()
10438
47.3k
{
10439
47.3k
    ImGuiContext& g = *GImGui;
10440
47.3k
    return g.FontSize + g.Style.ItemSpacing.y;
10441
47.3k
}
10442
10443
float ImGui::GetFrameHeight()
10444
51
{
10445
51
    ImGuiContext& g = *GImGui;
10446
51
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10447
51
}
10448
10449
float ImGui::GetFrameHeightWithSpacing()
10450
0
{
10451
0
    ImGuiContext& g = *GImGui;
10452
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10453
0
}
10454
10455
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10456
10457
// FIXME: This is in window space (not screen space!).
10458
ImVec2 ImGui::GetContentRegionMax()
10459
0
{
10460
0
    ImGuiContext& g = *GImGui;
10461
0
    ImGuiWindow* window = g.CurrentWindow;
10462
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10463
0
    return mx - window->Pos;
10464
0
}
10465
10466
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10467
ImVec2 ImGui::GetContentRegionMaxAbs()
10468
47.3k
{
10469
47.3k
    ImGuiContext& g = *GImGui;
10470
47.3k
    ImGuiWindow* window = g.CurrentWindow;
10471
47.3k
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10472
47.3k
    return mx;
10473
47.3k
}
10474
10475
ImVec2 ImGui::GetContentRegionAvail()
10476
47.3k
{
10477
47.3k
    ImGuiWindow* window = GImGui->CurrentWindow;
10478
47.3k
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10479
47.3k
}
10480
10481
// In window space (not screen space!)
10482
ImVec2 ImGui::GetWindowContentRegionMin()
10483
0
{
10484
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10485
0
    return window->ContentRegionRect.Min - window->Pos;
10486
0
}
10487
10488
ImVec2 ImGui::GetWindowContentRegionMax()
10489
47.3k
{
10490
47.3k
    ImGuiWindow* window = GImGui->CurrentWindow;
10491
47.3k
    return window->ContentRegionRect.Max - window->Pos;
10492
47.3k
}
10493
10494
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10495
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10496
// FIXME-OPT: Could we safely early out on ->SkipItems?
10497
void ImGui::BeginGroup()
10498
0
{
10499
0
    ImGuiContext& g = *GImGui;
10500
0
    ImGuiWindow* window = g.CurrentWindow;
10501
10502
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10503
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10504
0
    group_data.WindowID = window->ID;
10505
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10506
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10507
0
    group_data.BackupIndent = window->DC.Indent;
10508
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10509
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10510
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10511
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10512
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10513
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10514
0
    group_data.EmitItem = true;
10515
10516
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10517
0
    window->DC.Indent = window->DC.GroupOffset;
10518
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10519
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10520
0
    if (g.LogEnabled)
10521
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10522
0
}
10523
10524
void ImGui::EndGroup()
10525
0
{
10526
0
    ImGuiContext& g = *GImGui;
10527
0
    ImGuiWindow* window = g.CurrentWindow;
10528
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10529
10530
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10531
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10532
10533
0
    if (window->DC.IsSetPos)
10534
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10535
10536
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10537
10538
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10539
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10540
0
    window->DC.Indent = group_data.BackupIndent;
10541
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10542
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10543
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10544
0
    if (g.LogEnabled)
10545
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10546
10547
0
    if (!group_data.EmitItem)
10548
0
    {
10549
0
        g.GroupStack.pop_back();
10550
0
        return;
10551
0
    }
10552
10553
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10554
0
    ItemSize(group_bb.GetSize());
10555
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10556
10557
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10558
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10559
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10560
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10561
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10562
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10563
0
    if (group_contains_curr_active_id)
10564
0
        g.LastItemData.ID = g.ActiveId;
10565
0
    else if (group_contains_prev_active_id)
10566
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10567
0
    g.LastItemData.Rect = group_bb;
10568
10569
    // Forward Hovered flag
10570
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10571
0
    if (group_contains_curr_hovered_id)
10572
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10573
10574
    // Forward Edited flag
10575
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10576
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10577
10578
    // Forward Deactivated flag
10579
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10580
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10581
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10582
10583
0
    g.GroupStack.pop_back();
10584
    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10585
0
}
10586
10587
10588
//-----------------------------------------------------------------------------
10589
// [SECTION] SCROLLING
10590
//-----------------------------------------------------------------------------
10591
10592
// Helper to snap on edges when aiming at an item very close to the edge,
10593
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10594
// When we refactor the scrolling API this may be configurable with a flag?
10595
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10596
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10597
0
{
10598
0
    if (target <= snap_min + snap_threshold)
10599
0
        return ImLerp(snap_min, target, center_ratio);
10600
0
    if (target >= snap_max - snap_threshold)
10601
0
        return ImLerp(target, snap_max, center_ratio);
10602
0
    return target;
10603
0
}
10604
10605
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10606
144k
{
10607
144k
    ImVec2 scroll = window->Scroll;
10608
144k
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10609
432k
    for (int axis = 0; axis < 2; axis++)
10610
288k
    {
10611
288k
        if (window->ScrollTarget[axis] < FLT_MAX)
10612
39.5k
        {
10613
39.5k
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10614
39.5k
            float scroll_target = window->ScrollTarget[axis];
10615
39.5k
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10616
0
            {
10617
0
                float snap_min = 0.0f;
10618
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10619
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10620
0
            }
10621
39.5k
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10622
39.5k
        }
10623
288k
        scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
10624
288k
        if (!window->Collapsed && !window->SkipItems)
10625
216k
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10626
288k
    }
10627
144k
    return scroll;
10628
144k
}
10629
10630
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10631
0
{
10632
0
    ImGuiContext& g = *GImGui;
10633
0
    ImGuiWindow* window = g.CurrentWindow;
10634
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10635
0
}
10636
10637
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10638
0
{
10639
0
    ScrollToRectEx(window, item_rect, flags);
10640
0
}
10641
10642
// Scroll to keep newly navigated item fully into view
10643
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10644
39
{
10645
39
    ImGuiContext& g = *GImGui;
10646
39
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10647
39
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10648
39
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10649
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10650
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10651
10652
    // Check that only one behavior is selected per axis
10653
39
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10654
39
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10655
10656
    // Defaults
10657
39
    ImGuiScrollFlags in_flags = flags;
10658
39
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10659
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10660
39
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10661
39
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10662
10663
39
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10664
39
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10665
39
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10666
39
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10667
10668
39
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10669
0
    {
10670
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10671
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10672
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10673
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10674
0
    }
10675
39
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10676
0
    {
10677
0
        if (can_be_fully_visible_x)
10678
0
            SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10679
0
        else
10680
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10681
0
    }
10682
10683
39
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10684
0
    {
10685
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10686
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10687
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10688
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10689
0
    }
10690
39
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10691
0
    {
10692
0
        if (can_be_fully_visible_y)
10693
0
            SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10694
0
        else
10695
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10696
0
    }
10697
10698
39
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10699
39
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10700
10701
    // Also scroll parent window to keep us into view if necessary
10702
39
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10703
0
    {
10704
        // FIXME-SCROLL: May be an option?
10705
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10706
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10707
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10708
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10709
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10710
0
    }
10711
10712
39
    return delta_scroll;
10713
39
}
10714
10715
float ImGui::GetScrollX()
10716
68.7k
{
10717
68.7k
    ImGuiWindow* window = GImGui->CurrentWindow;
10718
68.7k
    return window->Scroll.x;
10719
68.7k
}
10720
10721
float ImGui::GetScrollY()
10722
68.7k
{
10723
68.7k
    ImGuiWindow* window = GImGui->CurrentWindow;
10724
68.7k
    return window->Scroll.y;
10725
68.7k
}
10726
10727
float ImGui::GetScrollMaxX()
10728
0
{
10729
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10730
0
    return window->ScrollMax.x;
10731
0
}
10732
10733
float ImGui::GetScrollMaxY()
10734
0
{
10735
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10736
0
    return window->ScrollMax.y;
10737
0
}
10738
10739
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10740
21.5k
{
10741
21.5k
    window->ScrollTarget.x = scroll_x;
10742
21.5k
    window->ScrollTargetCenterRatio.x = 0.0f;
10743
21.5k
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10744
21.5k
}
10745
10746
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10747
18.4k
{
10748
18.4k
    window->ScrollTarget.y = scroll_y;
10749
18.4k
    window->ScrollTargetCenterRatio.y = 0.0f;
10750
18.4k
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10751
18.4k
}
10752
10753
void ImGui::SetScrollX(float scroll_x)
10754
21.4k
{
10755
21.4k
    ImGuiContext& g = *GImGui;
10756
21.4k
    SetScrollX(g.CurrentWindow, scroll_x);
10757
21.4k
}
10758
10759
void ImGui::SetScrollY(float scroll_y)
10760
17.7k
{
10761
17.7k
    ImGuiContext& g = *GImGui;
10762
17.7k
    SetScrollY(g.CurrentWindow, scroll_y);
10763
17.7k
}
10764
10765
// Note that a local position will vary depending on initial scroll value,
10766
// This is a little bit confusing so bear with us:
10767
//  - local_pos = (absolution_pos - window->Pos)
10768
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10769
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10770
//  - They mostly exist because of legacy API.
10771
// Following the rules above, when trying to work with scrolling code, consider that:
10772
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10773
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10774
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10775
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10776
0
{
10777
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10778
0
    window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10779
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10780
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10781
0
}
10782
10783
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10784
0
{
10785
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10786
0
    window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10787
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10788
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10789
0
}
10790
10791
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10792
0
{
10793
0
    ImGuiContext& g = *GImGui;
10794
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10795
0
}
10796
10797
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10798
0
{
10799
0
    ImGuiContext& g = *GImGui;
10800
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10801
0
}
10802
10803
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10804
void ImGui::SetScrollHereX(float center_x_ratio)
10805
0
{
10806
0
    ImGuiContext& g = *GImGui;
10807
0
    ImGuiWindow* window = g.CurrentWindow;
10808
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10809
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10810
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10811
10812
    // Tweak: snap on edges when aiming at an item very close to the edge
10813
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10814
0
}
10815
10816
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10817
void ImGui::SetScrollHereY(float center_y_ratio)
10818
0
{
10819
0
    ImGuiContext& g = *GImGui;
10820
0
    ImGuiWindow* window = g.CurrentWindow;
10821
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10822
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10823
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10824
10825
    // Tweak: snap on edges when aiming at an item very close to the edge
10826
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10827
0
}
10828
10829
//-----------------------------------------------------------------------------
10830
// [SECTION] TOOLTIPS
10831
//-----------------------------------------------------------------------------
10832
10833
bool ImGui::BeginTooltip()
10834
0
{
10835
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10836
0
}
10837
10838
bool ImGui::BeginItemTooltip()
10839
0
{
10840
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10841
0
        return false;
10842
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10843
0
}
10844
10845
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
10846
0
{
10847
0
    ImGuiContext& g = *GImGui;
10848
10849
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
10850
0
    {
10851
        // Drag and Drop tooltips are positioning differently than other tooltips:
10852
        // - offset visibility to increase visibility around mouse.
10853
        // - never clamp within outer viewport boundary.
10854
        // We call SetNextWindowPos() to enforce position and disable clamping.
10855
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
10856
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
10857
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
10858
0
        SetNextWindowPos(tooltip_pos);
10859
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
10860
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
10861
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
10862
0
    }
10863
10864
0
    char window_name[16];
10865
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
10866
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
10867
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
10868
0
            if (window->Active)
10869
0
            {
10870
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
10871
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
10872
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
10873
0
            }
10874
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
10875
0
    Begin(window_name, NULL, flags | extra_window_flags);
10876
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
10877
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
10878
    //if (!ret)
10879
    //    End();
10880
    //return ret;
10881
0
    return true;
10882
0
}
10883
10884
void ImGui::EndTooltip()
10885
0
{
10886
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
10887
0
    End();
10888
0
}
10889
10890
void ImGui::SetTooltip(const char* fmt, ...)
10891
0
{
10892
0
    va_list args;
10893
0
    va_start(args, fmt);
10894
0
    SetTooltipV(fmt, args);
10895
0
    va_end(args);
10896
0
}
10897
10898
void ImGui::SetTooltipV(const char* fmt, va_list args)
10899
0
{
10900
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
10901
0
        return;
10902
0
    TextV(fmt, args);
10903
0
    EndTooltip();
10904
0
}
10905
10906
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
10907
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
10908
void ImGui::SetItemTooltip(const char* fmt, ...)
10909
0
{
10910
0
    va_list args;
10911
0
    va_start(args, fmt);
10912
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10913
0
        SetTooltipV(fmt, args);
10914
0
    va_end(args);
10915
0
}
10916
10917
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
10918
0
{
10919
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
10920
0
        SetTooltipV(fmt, args);
10921
0
}
10922
10923
10924
//-----------------------------------------------------------------------------
10925
// [SECTION] POPUPS
10926
//-----------------------------------------------------------------------------
10927
10928
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
10929
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
10930
0
{
10931
0
    ImGuiContext& g = *GImGui;
10932
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
10933
0
    {
10934
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
10935
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
10936
0
        IM_ASSERT(id == 0);
10937
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10938
0
            return g.OpenPopupStack.Size > 0;
10939
0
        else
10940
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
10941
0
    }
10942
0
    else
10943
0
    {
10944
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10945
0
        {
10946
            // Return true if the popup is open anywhere in the popup stack
10947
0
            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
10948
0
                if (popup_data.PopupId == id)
10949
0
                    return true;
10950
0
            return false;
10951
0
        }
10952
0
        else
10953
0
        {
10954
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
10955
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
10956
0
        }
10957
0
    }
10958
0
}
10959
10960
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
10961
0
{
10962
0
    ImGuiContext& g = *GImGui;
10963
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
10964
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
10965
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
10966
0
    return IsPopupOpen(id, popup_flags);
10967
0
}
10968
10969
// Also see FindBlockingModal(NULL)
10970
ImGuiWindow* ImGui::GetTopMostPopupModal()
10971
145k
{
10972
145k
    ImGuiContext& g = *GImGui;
10973
145k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10974
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10975
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
10976
0
                return popup;
10977
145k
    return NULL;
10978
145k
}
10979
10980
// See Demo->Stacked Modal to confirm what this is for.
10981
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
10982
48.4k
{
10983
48.4k
    ImGuiContext& g = *GImGui;
10984
48.4k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10985
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10986
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
10987
0
                return popup;
10988
48.4k
    return NULL;
10989
48.4k
}
10990
10991
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
10992
0
{
10993
0
    ImGuiContext& g = *GImGui;
10994
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10995
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
10996
0
    OpenPopupEx(id, popup_flags);
10997
0
}
10998
10999
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
11000
0
{
11001
0
    OpenPopupEx(id, popup_flags);
11002
0
}
11003
11004
// Mark popup as open (toggle toward open state).
11005
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
11006
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
11007
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
11008
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
11009
0
{
11010
0
    ImGuiContext& g = *GImGui;
11011
0
    ImGuiWindow* parent_window = g.CurrentWindow;
11012
0
    const int current_stack_size = g.BeginPopupStack.Size;
11013
11014
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
11015
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
11016
0
            return;
11017
11018
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
11019
0
    popup_ref.PopupId = id;
11020
0
    popup_ref.Window = NULL;
11021
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
11022
0
    popup_ref.OpenFrameCount = g.FrameCount;
11023
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
11024
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
11025
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
11026
11027
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
11028
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
11029
0
    {
11030
0
        g.OpenPopupStack.push_back(popup_ref);
11031
0
    }
11032
0
    else
11033
0
    {
11034
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
11035
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
11036
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
11037
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
11038
0
        {
11039
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
11040
0
        }
11041
0
        else
11042
0
        {
11043
            // Close child popups if any, then flag popup for open/reopen
11044
0
            ClosePopupToLevel(current_stack_size, false);
11045
0
            g.OpenPopupStack.push_back(popup_ref);
11046
0
        }
11047
11048
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
11049
        // This is equivalent to what ClosePopupToLevel() does.
11050
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
11051
        //    FocusWindow(parent_window);
11052
0
    }
11053
0
}
11054
11055
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
11056
// This function closes any popups that are over 'ref_window'.
11057
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
11058
12.2k
{
11059
12.2k
    ImGuiContext& g = *GImGui;
11060
12.2k
    if (g.OpenPopupStack.Size == 0)
11061
12.2k
        return;
11062
11063
    // Don't close our own child popup windows.
11064
0
    int popup_count_to_keep = 0;
11065
0
    if (ref_window)
11066
0
    {
11067
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
11068
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
11069
0
        {
11070
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
11071
0
            if (!popup.Window)
11072
0
                continue;
11073
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
11074
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
11075
0
                continue;
11076
11077
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11078
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
11079
            //     Window -> Popup1 -> Popup2 -> Popup3
11080
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11081
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11082
0
            bool ref_window_is_descendent_of_popup = false;
11083
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11084
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11085
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11086
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11087
0
                    {
11088
0
                        ref_window_is_descendent_of_popup = true;
11089
0
                        break;
11090
0
                    }
11091
0
            if (!ref_window_is_descendent_of_popup)
11092
0
                break;
11093
0
        }
11094
0
    }
11095
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11096
0
    {
11097
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11098
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11099
0
    }
11100
0
}
11101
11102
void ImGui::ClosePopupsExceptModals()
11103
0
{
11104
0
    ImGuiContext& g = *GImGui;
11105
11106
0
    int popup_count_to_keep;
11107
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11108
0
    {
11109
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11110
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11111
0
            break;
11112
0
    }
11113
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11114
0
        ClosePopupToLevel(popup_count_to_keep, true);
11115
0
}
11116
11117
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11118
0
{
11119
0
    ImGuiContext& g = *GImGui;
11120
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
11121
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11122
11123
    // Trim open popup stack
11124
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
11125
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
11126
0
    g.OpenPopupStack.resize(remaining);
11127
11128
0
    if (restore_focus_to_window_under_popup)
11129
0
    {
11130
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
11131
0
        if (focus_window && !focus_window->WasActive && popup_window)
11132
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11133
0
        else
11134
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11135
0
    }
11136
0
}
11137
11138
// Close the popup we have begin-ed into.
11139
void ImGui::CloseCurrentPopup()
11140
0
{
11141
0
    ImGuiContext& g = *GImGui;
11142
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11143
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11144
0
        return;
11145
11146
    // Closing a menu closes its top-most parent popup (unless a modal)
11147
0
    while (popup_idx > 0)
11148
0
    {
11149
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11150
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11151
0
        bool close_parent = false;
11152
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11153
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11154
0
                close_parent = true;
11155
0
        if (!close_parent)
11156
0
            break;
11157
0
        popup_idx--;
11158
0
    }
11159
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11160
0
    ClosePopupToLevel(popup_idx, true);
11161
11162
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11163
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11164
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11165
0
    if (ImGuiWindow* window = g.NavWindow)
11166
0
        window->DC.NavHideHighlightOneFrame = true;
11167
0
}
11168
11169
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11170
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11171
0
{
11172
0
    ImGuiContext& g = *GImGui;
11173
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11174
0
    {
11175
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11176
0
        return false;
11177
0
    }
11178
11179
0
    char name[20];
11180
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11181
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
11182
0
    else
11183
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11184
11185
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11186
0
    bool is_open = Begin(name, NULL, flags);
11187
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11188
0
        EndPopup();
11189
11190
0
    return is_open;
11191
0
}
11192
11193
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11194
0
{
11195
0
    ImGuiContext& g = *GImGui;
11196
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11197
0
    {
11198
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11199
0
        return false;
11200
0
    }
11201
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11202
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11203
0
    return BeginPopupEx(id, flags);
11204
0
}
11205
11206
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11207
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
11208
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11209
0
{
11210
0
    ImGuiContext& g = *GImGui;
11211
0
    ImGuiWindow* window = g.CurrentWindow;
11212
0
    const ImGuiID id = window->GetID(name);
11213
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11214
0
    {
11215
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11216
0
        return false;
11217
0
    }
11218
11219
    // Center modal windows by default for increased visibility
11220
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11221
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11222
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11223
0
    {
11224
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11225
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11226
0
    }
11227
11228
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11229
0
    const bool is_open = Begin(name, p_open, flags);
11230
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11231
0
    {
11232
0
        EndPopup();
11233
0
        if (is_open)
11234
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11235
0
        return false;
11236
0
    }
11237
0
    return is_open;
11238
0
}
11239
11240
void ImGui::EndPopup()
11241
0
{
11242
0
    ImGuiContext& g = *GImGui;
11243
0
    ImGuiWindow* window = g.CurrentWindow;
11244
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11245
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11246
11247
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11248
0
    if (g.NavWindow == window)
11249
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11250
11251
    // Child-popups don't need to be laid out
11252
0
    IM_ASSERT(g.WithinEndChild == false);
11253
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11254
0
        g.WithinEndChild = true;
11255
0
    End();
11256
0
    g.WithinEndChild = false;
11257
0
}
11258
11259
// Helper to open a popup if mouse button is released over the item
11260
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11261
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11262
0
{
11263
0
    ImGuiContext& g = *GImGui;
11264
0
    ImGuiWindow* window = g.CurrentWindow;
11265
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11266
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11267
0
    {
11268
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11269
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11270
0
        OpenPopupEx(id, popup_flags);
11271
0
    }
11272
0
}
11273
11274
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11275
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11276
// - To create a popup with a specific identifier, pass it in str_id.
11277
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11278
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11279
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11280
//   This is essentially the same as:
11281
//       id = str_id ? GetID(str_id) : GetItemID();
11282
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11283
//       return BeginPopup(id);
11284
//   Which is essentially the same as:
11285
//       id = str_id ? GetID(str_id) : GetItemID();
11286
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11287
//           OpenPopup(id);
11288
//       return BeginPopup(id);
11289
//   The main difference being that this is tweaked to avoid computing the ID twice.
11290
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11291
0
{
11292
0
    ImGuiContext& g = *GImGui;
11293
0
    ImGuiWindow* window = g.CurrentWindow;
11294
0
    if (window->SkipItems)
11295
0
        return false;
11296
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11297
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11298
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11299
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11300
0
        OpenPopupEx(id, popup_flags);
11301
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11302
0
}
11303
11304
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11305
0
{
11306
0
    ImGuiContext& g = *GImGui;
11307
0
    ImGuiWindow* window = g.CurrentWindow;
11308
0
    if (!str_id)
11309
0
        str_id = "window_context";
11310
0
    ImGuiID id = window->GetID(str_id);
11311
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11312
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11313
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11314
0
            OpenPopupEx(id, popup_flags);
11315
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11316
0
}
11317
11318
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11319
0
{
11320
0
    ImGuiContext& g = *GImGui;
11321
0
    ImGuiWindow* window = g.CurrentWindow;
11322
0
    if (!str_id)
11323
0
        str_id = "void_context";
11324
0
    ImGuiID id = window->GetID(str_id);
11325
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11326
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11327
0
        if (GetTopMostPopupModal() == NULL)
11328
0
            OpenPopupEx(id, popup_flags);
11329
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11330
0
}
11331
11332
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11333
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11334
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11335
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11336
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11337
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11338
0
{
11339
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11340
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11341
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11342
11343
    // Combo Box policy (we want a connecting edge)
11344
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11345
0
    {
11346
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11347
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11348
0
        {
11349
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11350
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11351
0
                continue;
11352
0
            ImVec2 pos;
11353
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11354
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11355
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11356
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11357
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11358
0
                continue;
11359
0
            *last_dir = dir;
11360
0
            return pos;
11361
0
        }
11362
0
    }
11363
11364
    // Tooltip and Default popup policy
11365
    // (Always first try the direction we used on the last frame, if any)
11366
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11367
0
    {
11368
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11369
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11370
0
        {
11371
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11372
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11373
0
                continue;
11374
11375
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11376
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11377
11378
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11379
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11380
0
                continue;
11381
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11382
0
                continue;
11383
11384
0
            ImVec2 pos;
11385
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11386
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11387
11388
            // Clamp top-left corner of popup
11389
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11390
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11391
11392
0
            *last_dir = dir;
11393
0
            return pos;
11394
0
        }
11395
0
    }
11396
11397
    // Fallback when not enough room:
11398
0
    *last_dir = ImGuiDir_None;
11399
11400
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11401
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11402
0
        return ref_pos + ImVec2(2, 2);
11403
11404
    // Otherwise try to keep within display
11405
0
    ImVec2 pos = ref_pos;
11406
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11407
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11408
0
    return pos;
11409
0
}
11410
11411
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11412
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11413
0
{
11414
0
    ImGuiContext& g = *GImGui;
11415
0
    ImRect r_screen;
11416
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11417
0
    {
11418
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11419
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11420
0
        r_screen.Min = monitor.WorkPos;
11421
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11422
0
    }
11423
0
    else
11424
0
    {
11425
        // Use the full viewport area (not work area) for popups
11426
0
        r_screen = window->Viewport->GetMainRect();
11427
0
    }
11428
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11429
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11430
0
    return r_screen;
11431
0
}
11432
11433
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11434
0
{
11435
0
    ImGuiContext& g = *GImGui;
11436
11437
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11438
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11439
0
    {
11440
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11441
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11442
0
        ImGuiWindow* parent_window = window->ParentWindow;
11443
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11444
0
        ImRect r_avoid;
11445
0
        if (parent_window->DC.MenuBarAppending)
11446
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11447
0
        else
11448
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11449
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11450
0
    }
11451
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11452
0
    {
11453
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11454
0
    }
11455
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11456
0
    {
11457
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11458
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11459
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11460
0
        IM_ASSERT(g.CurrentWindow == window);
11461
0
        const float scale = g.Style.MouseCursorScale;
11462
0
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11463
0
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11464
0
        ImRect r_avoid;
11465
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11466
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11467
0
        else
11468
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11469
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11470
0
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11471
0
    }
11472
0
    IM_ASSERT(0);
11473
0
    return window->Pos;
11474
0
}
11475
11476
//-----------------------------------------------------------------------------
11477
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11478
//-----------------------------------------------------------------------------
11479
11480
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11481
// In our terminology those should be interchangeable, yet right now this is super confusing.
11482
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11483
11484
void ImGui::SetNavWindow(ImGuiWindow* window)
11485
11.9k
{
11486
11.9k
    ImGuiContext& g = *GImGui;
11487
11.9k
    if (g.NavWindow != window)
11488
11.9k
    {
11489
11.9k
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11490
11.9k
        g.NavWindow = window;
11491
11.9k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11492
11.9k
    }
11493
11.9k
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11494
11.9k
    NavUpdateAnyRequestFlag();
11495
11.9k
}
11496
11497
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11498
5.89k
{
11499
5.89k
    ImGuiContext& g = *GImGui;
11500
5.89k
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11501
5.89k
}
11502
11503
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11504
207
{
11505
207
    ImGuiContext& g = *GImGui;
11506
207
    IM_ASSERT(g.NavWindow != NULL);
11507
207
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11508
207
    g.NavId = id;
11509
207
    g.NavLayer = nav_layer;
11510
207
    g.NavFocusScopeId = focus_scope_id;
11511
207
    g.NavWindow->NavLastIds[nav_layer] = id;
11512
207
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11513
11514
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11515
207
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11516
207
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11517
207
}
11518
11519
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11520
4
{
11521
4
    ImGuiContext& g = *GImGui;
11522
4
    IM_ASSERT(id != 0);
11523
11524
4
    if (g.NavWindow != window)
11525
4
       SetNavWindow(window);
11526
11527
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11528
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11529
4
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11530
4
    g.NavId = id;
11531
4
    g.NavLayer = nav_layer;
11532
4
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11533
4
    window->NavLastIds[nav_layer] = id;
11534
4
    if (g.LastItemData.ID == id)
11535
4
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11536
11537
4
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11538
0
        g.NavDisableMouseHover = true;
11539
4
    else
11540
4
        g.NavDisableHighlight = true;
11541
11542
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11543
4
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11544
4
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11545
4
}
11546
11547
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11548
58
{
11549
58
    if (ImFabs(dx) > ImFabs(dy))
11550
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11551
58
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11552
58
}
11553
11554
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
11555
116
{
11556
116
    if (cand_max < curr_min)
11557
42
        return cand_max - curr_min;
11558
74
    if (curr_max < cand_min)
11559
16
        return cand_min - curr_max;
11560
58
    return 0.0f;
11561
74
}
11562
11563
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11564
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11565
419
{
11566
419
    ImGuiContext& g = *GImGui;
11567
419
    ImGuiWindow* window = g.CurrentWindow;
11568
419
    if (g.NavLayer != window->DC.NavLayerCurrent)
11569
361
        return false;
11570
11571
    // FIXME: Those are not good variables names
11572
58
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11573
58
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11574
58
    g.NavScoringDebugCount++;
11575
11576
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11577
58
    if (window->ParentWindow == g.NavWindow)
11578
0
    {
11579
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11580
0
        if (!window->ClipRect.Overlaps(cand))
11581
0
            return false;
11582
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11583
0
    }
11584
11585
    // Compute distance between boxes
11586
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11587
58
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11588
58
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11589
58
    if (dby != 0.0f && dbx != 0.0f)
11590
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11591
58
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11592
11593
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11594
58
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11595
58
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11596
58
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11597
11598
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11599
58
    ImGuiDir quadrant;
11600
58
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11601
58
    if (dbx != 0.0f || dby != 0.0f)
11602
58
    {
11603
        // For non-overlapping boxes, use distance between boxes
11604
58
        dax = dbx;
11605
58
        day = dby;
11606
58
        dist_axial = dist_box;
11607
58
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11608
58
    }
11609
0
    else if (dcx != 0.0f || dcy != 0.0f)
11610
0
    {
11611
        // For overlapping boxes with different centers, use distance between centers
11612
0
        dax = dcx;
11613
0
        day = dcy;
11614
0
        dist_axial = dist_center;
11615
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11616
0
    }
11617
0
    else
11618
0
    {
11619
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11620
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11621
0
    }
11622
11623
58
    const ImGuiDir move_dir = g.NavMoveDir;
11624
#if IMGUI_DEBUG_NAV_SCORING
11625
    char buf[200];
11626
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
11627
    {
11628
        if (quadrant == move_dir)
11629
        {
11630
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11631
            ImDrawList* draw_list = GetForegroundDrawList(window);
11632
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
11633
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
11634
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11635
        }
11636
    }
11637
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
11638
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
11639
    if (debug_hovering || debug_tty)
11640
    {
11641
        ImFormatString(buf, IM_ARRAYSIZE(buf),
11642
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
11643
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
11644
        if (debug_hovering)
11645
        {
11646
            ImDrawList* draw_list = GetForegroundDrawList(window);
11647
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
11648
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
11649
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
11650
            draw_list->AddText(cand.Max, ~0U, buf);
11651
        }
11652
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
11653
    }
11654
#endif
11655
11656
    // Is it in the quadrant we're interested in moving to?
11657
58
    bool new_best = false;
11658
58
    if (quadrant == move_dir)
11659
58
    {
11660
        // Does it beat the current best candidate?
11661
58
        if (dist_box < result->DistBox)
11662
58
        {
11663
58
            result->DistBox = dist_box;
11664
58
            result->DistCenter = dist_center;
11665
58
            return true;
11666
58
        }
11667
0
        if (dist_box == result->DistBox)
11668
0
        {
11669
            // Try using distance between center points to break ties
11670
0
            if (dist_center < result->DistCenter)
11671
0
            {
11672
0
                result->DistCenter = dist_center;
11673
0
                new_best = true;
11674
0
            }
11675
0
            else if (dist_center == result->DistCenter)
11676
0
            {
11677
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11678
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11679
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11680
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11681
0
                    new_best = true;
11682
0
            }
11683
0
        }
11684
0
    }
11685
11686
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11687
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11688
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11689
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11690
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11691
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11692
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11693
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11694
0
            {
11695
0
                result->DistAxial = dist_axial;
11696
0
                new_best = true;
11697
0
            }
11698
11699
0
    return new_best;
11700
58
}
11701
11702
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11703
58
{
11704
58
    ImGuiContext& g = *GImGui;
11705
58
    ImGuiWindow* window = g.CurrentWindow;
11706
58
    result->Window = window;
11707
58
    result->ID = g.LastItemData.ID;
11708
58
    result->FocusScopeId = g.CurrentFocusScopeId;
11709
58
    result->InFlags = g.LastItemData.InFlags;
11710
58
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11711
58
    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
11712
0
    {
11713
0
        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11714
0
        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11715
0
    }
11716
58
}
11717
11718
// True when current work location may be scrolled horizontally when moving left / right.
11719
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
11720
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
11721
239k
{
11722
239k
    ImGuiContext& g = *GImGui;
11723
239k
    ImGuiWindow* window = g.CurrentWindow;
11724
239k
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
11725
239k
}
11726
11727
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11728
// This is called after LastItemData is set, but NextItemData is also still valid.
11729
static void ImGui::NavProcessItem()
11730
565
{
11731
565
    ImGuiContext& g = *GImGui;
11732
565
    ImGuiWindow* window = g.CurrentWindow;
11733
565
    const ImGuiID id = g.LastItemData.ID;
11734
565
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11735
11736
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
11737
565
    if (window->DC.NavIsScrollPushableX == false)
11738
0
    {
11739
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11740
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11741
0
    }
11742
565
    const ImRect nav_bb = g.LastItemData.NavRect;
11743
11744
    // Process Init Request
11745
565
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11746
0
    {
11747
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11748
0
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11749
0
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
11750
0
        {
11751
0
            NavApplyItemToResult(&g.NavInitResult);
11752
0
        }
11753
0
        if (candidate_for_nav_default_focus)
11754
0
        {
11755
0
            g.NavInitRequest = false; // Found a match, clear request
11756
0
            NavUpdateAnyRequestFlag();
11757
0
        }
11758
0
    }
11759
11760
    // Process Move Request (scoring for navigation)
11761
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11762
565
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11763
352
    {
11764
352
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
11765
352
        if (is_tabbing)
11766
13
        {
11767
13
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11768
13
        }
11769
339
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11770
322
        {
11771
322
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11772
322
            if (NavScoreItem(result))
11773
49
                NavApplyItemToResult(result);
11774
11775
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11776
322
            const float VISIBLE_RATIO = 0.70f;
11777
322
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11778
97
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11779
97
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11780
9
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11781
322
        }
11782
352
    }
11783
11784
    // Update information for currently focused/navigated item
11785
565
    if (g.NavId == id)
11786
277
    {
11787
277
        if (g.NavWindow != window)
11788
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11789
277
        g.NavLayer = window->DC.NavLayerCurrent;
11790
277
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11791
277
        g.NavIdIsAlive = true;
11792
277
        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
11793
0
        {
11794
0
            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11795
0
            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11796
0
        }
11797
277
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
11798
277
    }
11799
565
}
11800
11801
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11802
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11803
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11804
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11805
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11806
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11807
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11808
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11809
13
{
11810
13
    ImGuiContext& g = *GImGui;
11811
11812
13
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
11813
13
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
11814
13
            return;
11815
11816
    // - Can always land on an item when using API call.
11817
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
11818
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
11819
0
    bool can_stop;
11820
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
11821
0
        can_stop = true;
11822
0
    else
11823
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
11824
11825
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11826
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11827
0
    if (g.NavTabbingDir == +1)
11828
0
    {
11829
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11830
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
11831
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11832
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
11833
0
            NavMoveRequestResolveWithLastItem(result);
11834
0
        else if (g.NavId == id)
11835
0
            g.NavTabbingCounter = 1;
11836
0
    }
11837
0
    else if (g.NavTabbingDir == -1)
11838
0
    {
11839
        // Tab Backward
11840
0
        if (g.NavId == id)
11841
0
        {
11842
0
            if (result->ID)
11843
0
            {
11844
0
                g.NavMoveScoringItems = false;
11845
0
                NavUpdateAnyRequestFlag();
11846
0
            }
11847
0
        }
11848
0
        else if (can_stop)
11849
0
        {
11850
            // Keep applying until reaching NavId
11851
0
            NavApplyItemToResult(result);
11852
0
        }
11853
0
    }
11854
0
    else if (g.NavTabbingDir == 0)
11855
0
    {
11856
0
        if (can_stop && g.NavId == id)
11857
0
            NavMoveRequestResolveWithLastItem(result);
11858
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
11859
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11860
0
    }
11861
0
}
11862
11863
bool ImGui::NavMoveRequestButNoResultYet()
11864
40.4k
{
11865
40.4k
    ImGuiContext& g = *GImGui;
11866
40.4k
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
11867
40.4k
}
11868
11869
// FIXME: ScoringRect is not set
11870
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11871
5.75k
{
11872
5.75k
    ImGuiContext& g = *GImGui;
11873
5.75k
    IM_ASSERT(g.NavWindow != NULL);
11874
11875
5.75k
    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
11876
2.67k
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
11877
11878
5.75k
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
11879
5.75k
    g.NavMoveDir = move_dir;
11880
5.75k
    g.NavMoveDirForDebug = move_dir;
11881
5.75k
    g.NavMoveClipDir = clip_dir;
11882
5.75k
    g.NavMoveFlags = move_flags;
11883
5.75k
    g.NavMoveScrollFlags = scroll_flags;
11884
5.75k
    g.NavMoveForwardToNextFrame = false;
11885
5.75k
    g.NavMoveKeyMods = g.IO.KeyMods;
11886
5.75k
    g.NavMoveResultLocal.Clear();
11887
5.75k
    g.NavMoveResultLocalVisible.Clear();
11888
5.75k
    g.NavMoveResultOther.Clear();
11889
5.75k
    g.NavTabbingCounter = 0;
11890
5.75k
    g.NavTabbingResultFirst.Clear();
11891
5.75k
    NavUpdateAnyRequestFlag();
11892
5.75k
}
11893
11894
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
11895
0
{
11896
0
    ImGuiContext& g = *GImGui;
11897
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
11898
0
    NavApplyItemToResult(result);
11899
0
    NavUpdateAnyRequestFlag();
11900
0
}
11901
11902
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
11903
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
11904
0
{
11905
0
    ImGuiContext& g = *GImGui;
11906
0
    g.NavMoveScoringItems = false;
11907
0
    g.LastItemData.ID = tree_node_data->ID;
11908
0
    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
11909
0
    g.LastItemData.NavRect = tree_node_data->NavRect;
11910
0
    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
11911
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11912
0
    NavUpdateAnyRequestFlag();
11913
0
}
11914
11915
void ImGui::NavMoveRequestCancel()
11916
69
{
11917
69
    ImGuiContext& g = *GImGui;
11918
69
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11919
69
    NavUpdateAnyRequestFlag();
11920
69
}
11921
11922
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
11923
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11924
0
{
11925
0
    ImGuiContext& g = *GImGui;
11926
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
11927
0
    NavMoveRequestCancel();
11928
0
    g.NavMoveForwardToNextFrame = true;
11929
0
    g.NavMoveDir = move_dir;
11930
0
    g.NavMoveClipDir = clip_dir;
11931
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
11932
0
    g.NavMoveScrollFlags = scroll_flags;
11933
0
}
11934
11935
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
11936
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
11937
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
11938
0
{
11939
0
    ImGuiContext& g = *GImGui;
11940
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
11941
11942
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
11943
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
11944
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
11945
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
11946
0
}
11947
11948
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
11949
// This way we could find the last focused window among our children. It would be much less confusing this way?
11950
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
11951
34.5k
{
11952
34.5k
    ImGuiWindow* parent = nav_window;
11953
67.7k
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
11954
33.2k
        parent = parent->ParentWindow;
11955
34.5k
    if (parent && parent != nav_window)
11956
33.2k
        parent->NavLastChildNavWindow = nav_window;
11957
34.5k
}
11958
11959
// Restore the last focused child.
11960
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
11961
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
11962
0
{
11963
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
11964
0
        return window->NavLastChildNavWindow;
11965
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
11966
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
11967
0
            return tab->Window;
11968
0
    return window;
11969
0
}
11970
11971
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
11972
0
{
11973
0
    ImGuiContext& g = *GImGui;
11974
0
    if (layer == ImGuiNavLayer_Main)
11975
0
    {
11976
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
11977
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
11978
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11979
0
        if (prev_nav_window)
11980
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
11981
0
    }
11982
0
    ImGuiWindow* window = g.NavWindow;
11983
0
    if (window->NavLastIds[layer] != 0)
11984
0
    {
11985
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
11986
0
    }
11987
0
    else
11988
0
    {
11989
0
        g.NavLayer = layer;
11990
0
        NavInitWindow(window, true);
11991
0
    }
11992
0
}
11993
11994
void ImGui::NavRestoreHighlightAfterMove()
11995
388
{
11996
388
    ImGuiContext& g = *GImGui;
11997
388
    g.NavDisableHighlight = false;
11998
388
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
11999
388
}
12000
12001
static inline void ImGui::NavUpdateAnyRequestFlag()
12002
66.1k
{
12003
66.1k
    ImGuiContext& g = *GImGui;
12004
66.1k
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
12005
66.1k
    if (g.NavAnyRequest)
12006
66.1k
        IM_ASSERT(g.NavWindow != NULL);
12007
66.1k
}
12008
12009
// This needs to be called before we submit any widget (aka in or before Begin)
12010
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
12011
4
{
12012
    // FIXME: ChildWindow test here is wrong for docking
12013
4
    ImGuiContext& g = *GImGui;
12014
4
    IM_ASSERT(window == g.NavWindow);
12015
12016
4
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
12017
0
    {
12018
0
        g.NavId = 0;
12019
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12020
0
        return;
12021
0
    }
12022
12023
4
    bool init_for_nav = false;
12024
4
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
12025
4
        init_for_nav = true;
12026
4
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
12027
4
    if (init_for_nav)
12028
4
    {
12029
4
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
12030
4
        g.NavInitRequest = true;
12031
4
        g.NavInitRequestFromMove = false;
12032
4
        g.NavInitResult.ID = 0;
12033
4
        NavUpdateAnyRequestFlag();
12034
4
    }
12035
0
    else
12036
0
    {
12037
0
        g.NavId = window->NavLastIds[0];
12038
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12039
0
    }
12040
4
}
12041
12042
static ImVec2 ImGui::NavCalcPreferredRefPos()
12043
0
{
12044
0
    ImGuiContext& g = *GImGui;
12045
0
    ImGuiWindow* window = g.NavWindow;
12046
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
12047
0
    {
12048
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
12049
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
12050
        // In theory we could move that +1.0f offset in OpenPopupEx()
12051
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
12052
0
        return ImVec2(p.x + 1.0f, p.y);
12053
0
    }
12054
0
    else
12055
0
    {
12056
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
12057
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
12058
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
12059
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
12060
0
        {
12061
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
12062
0
            rect_rel.Translate(window->Scroll - next_scroll);
12063
0
        }
12064
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
12065
0
        ImGuiViewport* viewport = window->Viewport;
12066
0
        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
12067
0
    }
12068
0
}
12069
12070
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
12071
0
{
12072
0
    ImGuiContext& g = *GImGui;
12073
0
    float repeat_delay, repeat_rate;
12074
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
12075
12076
0
    ImGuiKey key_less, key_more;
12077
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
12078
0
    {
12079
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
12080
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
12081
0
    }
12082
0
    else
12083
0
    {
12084
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
12085
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
12086
0
    }
12087
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
12088
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
12089
0
        amount = 0.0f;
12090
0
    return amount;
12091
0
}
12092
12093
static void ImGui::NavUpdate()
12094
48.4k
{
12095
48.4k
    ImGuiContext& g = *GImGui;
12096
48.4k
    ImGuiIO& io = g.IO;
12097
12098
48.4k
    io.WantSetMousePos = false;
12099
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
12100
12101
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12102
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12103
48.4k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12104
48.4k
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12105
48.4k
    if (nav_gamepad_active)
12106
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12107
0
            if (IsKeyDown(key))
12108
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12109
48.4k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12110
48.4k
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12111
48.4k
    if (nav_keyboard_active)
12112
48.4k
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12113
338k
            if (IsKeyDown(key))
12114
8.90k
                g.NavInputSource = ImGuiInputSource_Keyboard;
12115
12116
    // Process navigation init request (select first/default focus)
12117
48.4k
    g.NavJustMovedToId = 0;
12118
48.4k
    if (g.NavInitResult.ID != 0)
12119
0
        NavInitRequestApplyResult();
12120
48.4k
    g.NavInitRequest = false;
12121
48.4k
    g.NavInitRequestFromMove = false;
12122
48.4k
    g.NavInitResult.ID = 0;
12123
12124
    // Process navigation move request
12125
48.4k
    if (g.NavMoveSubmitted)
12126
5.50k
        NavMoveRequestApplyResult();
12127
48.4k
    g.NavTabbingCounter = 0;
12128
48.4k
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12129
12130
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12131
48.4k
    bool set_mouse_pos = false;
12132
48.4k
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12133
68
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12134
68
            set_mouse_pos = true;
12135
48.4k
    g.NavMousePosDirty = false;
12136
48.4k
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12137
12138
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12139
48.4k
    if (g.NavWindow)
12140
34.5k
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12141
48.4k
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12142
150
        g.NavWindow->NavLastChildNavWindow = NULL;
12143
12144
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12145
48.4k
    NavUpdateWindowing();
12146
12147
    // Set output flags for user application
12148
48.4k
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12149
48.4k
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12150
12151
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12152
48.4k
    NavUpdateCancelRequest();
12153
12154
    // Process manual activation request
12155
48.4k
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12156
48.4k
    g.NavActivateFlags = ImGuiActivateFlags_None;
12157
48.4k
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12158
1.46k
    {
12159
1.46k
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
12160
1.46k
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
12161
1.46k
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
12162
1.46k
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
12163
1.46k
        if (g.ActiveId == 0 && activate_pressed)
12164
11
        {
12165
11
            g.NavActivateId = g.NavId;
12166
11
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12167
11
        }
12168
1.46k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12169
1
        {
12170
1
            g.NavActivateId = g.NavId;
12171
1
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12172
1
        }
12173
1.46k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12174
112
            g.NavActivateDownId = g.NavId;
12175
1.46k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12176
12
            g.NavActivatePressedId = g.NavId;
12177
1.46k
    }
12178
48.4k
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12179
0
        g.NavDisableHighlight = true;
12180
48.4k
    if (g.NavActivateId != 0)
12181
48.4k
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12182
12183
    // Process programmatic activation request
12184
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12185
48.4k
    if (g.NavNextActivateId != 0)
12186
0
    {
12187
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12188
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12189
0
    }
12190
48.4k
    g.NavNextActivateId = 0;
12191
12192
    // Process move requests
12193
48.4k
    NavUpdateCreateMoveRequest();
12194
48.4k
    if (g.NavMoveDir == ImGuiDir_None)
12195
45.3k
        NavUpdateCreateTabbingRequest();
12196
48.4k
    NavUpdateAnyRequestFlag();
12197
48.4k
    g.NavIdIsAlive = false;
12198
12199
    // Scrolling
12200
48.4k
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12201
34.5k
    {
12202
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12203
34.5k
        ImGuiWindow* window = g.NavWindow;
12204
34.5k
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12205
34.5k
        const ImGuiDir move_dir = g.NavMoveDir;
12206
34.5k
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12207
290
        {
12208
290
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12209
85
                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12210
290
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12211
205
                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12212
290
        }
12213
12214
        // *Normal* Manual scroll with LStick
12215
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12216
34.5k
        if (nav_gamepad_active)
12217
0
        {
12218
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12219
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12220
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12221
0
                SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12222
0
            if (scroll_dir.y != 0.0f)
12223
0
                SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12224
0
        }
12225
34.5k
    }
12226
12227
    // Always prioritize mouse highlight if navigation is disabled
12228
48.4k
    if (!nav_keyboard_active && !nav_gamepad_active)
12229
0
    {
12230
0
        g.NavDisableHighlight = true;
12231
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12232
0
    }
12233
12234
    // Update mouse position if requested
12235
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12236
48.4k
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12237
0
        TeleportMousePos(NavCalcPreferredRefPos());
12238
12239
    // [DEBUG]
12240
48.4k
    g.NavScoringDebugCount = 0;
12241
#if IMGUI_DEBUG_NAV_RECTS
12242
    if (ImGuiWindow* debug_window = g.NavWindow)
12243
    {
12244
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12245
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12246
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12247
    }
12248
#endif
12249
48.4k
}
12250
12251
void ImGui::NavInitRequestApplyResult()
12252
0
{
12253
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12254
0
    ImGuiContext& g = *GImGui;
12255
0
    if (!g.NavWindow)
12256
0
        return;
12257
12258
0
    ImGuiNavItemData* result = &g.NavInitResult;
12259
0
    if (g.NavId != result->ID)
12260
0
    {
12261
0
        g.NavJustMovedToId = result->ID;
12262
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12263
0
        g.NavJustMovedToKeyMods = 0;
12264
0
    }
12265
12266
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12267
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12268
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12269
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12270
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12271
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12272
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12273
0
    if (g.NavInitRequestFromMove)
12274
0
        NavRestoreHighlightAfterMove();
12275
0
}
12276
12277
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12278
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12279
3.08k
{
12280
    // Bias initial rect
12281
3.08k
    ImGuiContext& g = *GImGui;
12282
3.08k
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12283
12284
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12285
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12286
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12287
3.08k
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12288
3.08k
    {
12289
3.08k
        if (preferred_pos_rel.x == FLT_MAX)
12290
1.80k
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12291
3.08k
        if (preferred_pos_rel.y == FLT_MAX)
12292
2.52k
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12293
3.08k
    }
12294
12295
    // Apply general bias on the other axis
12296
3.08k
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12297
2.62k
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12298
459
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12299
459
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12300
3.08k
}
12301
12302
void ImGui::NavUpdateCreateMoveRequest()
12303
48.4k
{
12304
48.4k
    ImGuiContext& g = *GImGui;
12305
48.4k
    ImGuiIO& io = g.IO;
12306
48.4k
    ImGuiWindow* window = g.NavWindow;
12307
48.4k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12308
48.4k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12309
12310
48.4k
    if (g.NavMoveForwardToNextFrame && window != NULL)
12311
0
    {
12312
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12313
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12314
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12315
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12316
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12317
0
    }
12318
48.4k
    else
12319
48.4k
    {
12320
        // Initiate directional inputs request
12321
48.4k
        g.NavMoveDir = ImGuiDir_None;
12322
48.4k
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12323
48.4k
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12324
48.4k
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12325
34.5k
        {
12326
34.5k
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
12327
34.5k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12328
34.5k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12329
34.5k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12330
34.5k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12331
34.5k
        }
12332
48.4k
        g.NavMoveClipDir = g.NavMoveDir;
12333
48.4k
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12334
48.4k
    }
12335
12336
    // Update PageUp/PageDown/Home/End scroll
12337
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12338
48.4k
    float scoring_rect_offset_y = 0.0f;
12339
48.4k
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12340
33.0k
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12341
48.4k
    if (scoring_rect_offset_y != 0.0f)
12342
1.34k
    {
12343
1.34k
        g.NavScoringNoClipRect = window->InnerRect;
12344
1.34k
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12345
1.34k
    }
12346
12347
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12348
#if IMGUI_DEBUG_NAV_SCORING
12349
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12350
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12351
    if (io.KeyCtrl)
12352
    {
12353
        if (g.NavMoveDir == ImGuiDir_None)
12354
            g.NavMoveDir = g.NavMoveDirForDebug;
12355
        g.NavMoveClipDir = g.NavMoveDir;
12356
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12357
    }
12358
#endif
12359
12360
    // Submit
12361
48.4k
    g.NavMoveForwardToNextFrame = false;
12362
48.4k
    if (g.NavMoveDir != ImGuiDir_None)
12363
3.08k
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12364
12365
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12366
48.4k
    if (g.NavMoveSubmitted && g.NavId == 0)
12367
2.81k
    {
12368
2.81k
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12369
2.81k
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12370
2.81k
        g.NavInitResult.ID = 0;
12371
2.81k
        g.NavDisableHighlight = false;
12372
2.81k
    }
12373
12374
    // When using gamepad, we project the reference nav bounding box into window visible area.
12375
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12376
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12377
48.4k
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12378
0
    {
12379
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12380
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12381
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12382
12383
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12384
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12385
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12386
12387
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12388
0
        {
12389
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12390
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12391
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12392
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12393
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12394
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12395
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12396
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12397
0
            g.NavId = 0;
12398
0
        }
12399
0
    }
12400
12401
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12402
48.4k
    ImRect scoring_rect;
12403
48.4k
    if (window != NULL)
12404
34.5k
    {
12405
34.5k
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12406
34.5k
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12407
34.5k
        scoring_rect.TranslateY(scoring_rect_offset_y);
12408
34.5k
        if (g.NavMoveSubmitted)
12409
3.08k
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12410
34.5k
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12411
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12412
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12413
34.5k
    }
12414
48.4k
    g.NavScoringRect = scoring_rect;
12415
48.4k
    g.NavScoringNoClipRect.Add(scoring_rect);
12416
48.4k
}
12417
12418
void ImGui::NavUpdateCreateTabbingRequest()
12419
45.3k
{
12420
45.3k
    ImGuiContext& g = *GImGui;
12421
45.3k
    ImGuiWindow* window = g.NavWindow;
12422
45.3k
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12423
45.3k
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12424
13.8k
        return;
12425
12426
31.5k
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12427
31.5k
    if (!tab_pressed)
12428
28.8k
        return;
12429
12430
    // Initiate tabbing request
12431
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12432
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12433
2.67k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12434
2.67k
    if (nav_keyboard_active)
12435
2.67k
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12436
0
    else
12437
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12438
2.67k
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
12439
2.67k
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12440
2.67k
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12441
2.67k
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12442
2.67k
    g.NavTabbingCounter = -1;
12443
2.67k
}
12444
12445
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12446
void ImGui::NavMoveRequestApplyResult()
12447
5.50k
{
12448
5.50k
    ImGuiContext& g = *GImGui;
12449
#if IMGUI_DEBUG_NAV_SCORING
12450
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12451
        return;
12452
#endif
12453
12454
    // Select which result to use
12455
5.50k
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12456
12457
    // Tabbing forward wrap
12458
5.50k
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
12459
2.58k
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12460
0
            result = &g.NavTabbingResultFirst;
12461
12462
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12463
5.50k
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12464
5.50k
    if (result == NULL)
12465
5.46k
    {
12466
5.46k
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12467
2.58k
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12468
5.46k
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12469
185
            NavRestoreHighlightAfterMove();
12470
5.46k
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12471
5.46k
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12472
5.46k
        return;
12473
5.46k
    }
12474
12475
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12476
39
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12477
29
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12478
0
            result = &g.NavMoveResultLocalVisible;
12479
12480
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12481
39
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12482
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12483
0
            result = &g.NavMoveResultOther;
12484
39
    IM_ASSERT(g.NavWindow && result->Window);
12485
12486
    // Scroll to keep newly navigated item fully into view.
12487
39
    if (g.NavLayer == ImGuiNavLayer_Main)
12488
39
    {
12489
39
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12490
39
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12491
12492
39
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12493
10
        {
12494
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12495
10
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12496
10
            SetScrollY(result->Window, scroll_target);
12497
10
        }
12498
39
    }
12499
12500
39
    if (g.NavWindow != result->Window)
12501
0
    {
12502
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12503
0
        g.NavWindow = result->Window;
12504
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12505
0
    }
12506
39
    if (g.ActiveId != result->ID)
12507
39
        ClearActiveID();
12508
12509
    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12510
    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
12511
39
    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12512
29
    {
12513
29
        g.NavJustMovedToId = result->ID;
12514
29
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12515
29
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12516
29
    }
12517
12518
    // Apply new NavID/Focus
12519
39
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12520
39
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12521
39
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12522
39
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12523
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12524
12525
    // Restore last preferred position for current axis
12526
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12527
39
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
12528
39
    {
12529
39
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12530
39
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12531
39
    }
12532
12533
    // Tabbing: Activates Inputable, otherwise only Focus
12534
39
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
12535
0
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
12536
12537
    // Activate
12538
39
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12539
0
    {
12540
0
        g.NavNextActivateId = result->ID;
12541
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12542
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12543
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12544
0
    }
12545
12546
    // Enable nav highlight
12547
39
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12548
39
        NavRestoreHighlightAfterMove();
12549
39
}
12550
12551
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12552
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12553
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12554
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12555
static void ImGui::NavUpdateCancelRequest()
12556
48.4k
{
12557
48.4k
    ImGuiContext& g = *GImGui;
12558
48.4k
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12559
48.4k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12560
48.4k
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12561
48.1k
        return;
12562
12563
261
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12564
261
    if (g.ActiveId != 0)
12565
0
    {
12566
0
        ClearActiveID();
12567
0
    }
12568
261
    else if (g.NavLayer != ImGuiNavLayer_Main)
12569
0
    {
12570
        // Leave the "menu" layer
12571
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12572
0
        NavRestoreHighlightAfterMove();
12573
0
    }
12574
261
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12575
164
    {
12576
        // Exit child window
12577
164
        ImGuiWindow* child_window = g.NavWindow;
12578
164
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12579
164
        IM_ASSERT(child_window->ChildId != 0);
12580
164
        ImRect child_rect = child_window->Rect();
12581
164
        FocusWindow(parent_window);
12582
164
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12583
164
        NavRestoreHighlightAfterMove();
12584
164
    }
12585
97
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12586
0
    {
12587
        // Close open popup/menu
12588
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12589
0
    }
12590
97
    else
12591
97
    {
12592
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12593
97
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12594
15
            g.NavWindow->NavLastIds[0] = 0;
12595
97
        g.NavId = 0;
12596
97
    }
12597
261
}
12598
12599
// Handle PageUp/PageDown/Home/End keys
12600
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12601
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12602
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12603
static float ImGui::NavUpdatePageUpPageDown()
12604
33.0k
{
12605
33.0k
    ImGuiContext& g = *GImGui;
12606
33.0k
    ImGuiWindow* window = g.NavWindow;
12607
33.0k
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12608
0
        return 0.0f;
12609
12610
33.0k
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12611
33.0k
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12612
33.0k
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12613
33.0k
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12614
33.0k
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12615
24.9k
        return 0.0f;
12616
12617
8.04k
    if (g.NavLayer != ImGuiNavLayer_Main)
12618
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12619
12620
8.04k
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
12621
2.05k
    {
12622
        // Fallback manual-scroll when window has no navigable item
12623
2.05k
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12624
455
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12625
1.60k
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12626
25
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12627
1.57k
        else if (home_pressed)
12628
12
            SetScrollY(window, 0.0f);
12629
1.56k
        else if (end_pressed)
12630
23
            SetScrollY(window, window->ScrollMax.y);
12631
2.05k
    }
12632
5.98k
    else
12633
5.98k
    {
12634
5.98k
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12635
5.98k
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12636
5.98k
        float nav_scoring_rect_offset_y = 0.0f;
12637
5.98k
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12638
1.27k
        {
12639
1.27k
            nav_scoring_rect_offset_y = -page_offset_y;
12640
1.27k
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12641
1.27k
            g.NavMoveClipDir = ImGuiDir_Up;
12642
1.27k
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12643
1.27k
        }
12644
4.70k
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12645
66
        {
12646
66
            nav_scoring_rect_offset_y = +page_offset_y;
12647
66
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12648
66
            g.NavMoveClipDir = ImGuiDir_Down;
12649
66
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12650
66
        }
12651
4.64k
        else if (home_pressed)
12652
65
        {
12653
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12654
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12655
            // Preserve current horizontal position if we have any.
12656
65
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12657
65
            if (nav_rect_rel.IsInverted())
12658
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12659
65
            g.NavMoveDir = ImGuiDir_Down;
12660
65
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12661
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12662
65
        }
12663
4.57k
        else if (end_pressed)
12664
125
        {
12665
125
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12666
125
            if (nav_rect_rel.IsInverted())
12667
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12668
125
            g.NavMoveDir = ImGuiDir_Up;
12669
125
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12670
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12671
125
        }
12672
5.98k
        return nav_scoring_rect_offset_y;
12673
5.98k
    }
12674
2.05k
    return 0.0f;
12675
8.04k
}
12676
12677
static void ImGui::NavEndFrame()
12678
48.4k
{
12679
48.4k
    ImGuiContext& g = *GImGui;
12680
12681
    // Show CTRL+TAB list window
12682
48.4k
    if (g.NavWindowingTarget != NULL)
12683
0
        NavUpdateWindowingOverlay();
12684
12685
    // Perform wrap-around in menus
12686
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12687
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12688
48.4k
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12689
0
        NavUpdateCreateWrappingRequest();
12690
48.4k
}
12691
12692
static void ImGui::NavUpdateCreateWrappingRequest()
12693
0
{
12694
0
    ImGuiContext& g = *GImGui;
12695
0
    ImGuiWindow* window = g.NavWindow;
12696
12697
0
    bool do_forward = false;
12698
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12699
0
    ImGuiDir clip_dir = g.NavMoveDir;
12700
12701
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12702
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12703
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12704
0
    {
12705
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12706
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12707
0
        {
12708
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12709
0
            clip_dir = ImGuiDir_Up;
12710
0
        }
12711
0
        do_forward = true;
12712
0
    }
12713
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12714
0
    {
12715
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12716
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12717
0
        {
12718
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12719
0
            clip_dir = ImGuiDir_Down;
12720
0
        }
12721
0
        do_forward = true;
12722
0
    }
12723
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12724
0
    {
12725
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12726
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12727
0
        {
12728
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12729
0
            clip_dir = ImGuiDir_Left;
12730
0
        }
12731
0
        do_forward = true;
12732
0
    }
12733
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12734
0
    {
12735
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12736
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12737
0
        {
12738
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12739
0
            clip_dir = ImGuiDir_Right;
12740
0
        }
12741
0
        do_forward = true;
12742
0
    }
12743
0
    if (!do_forward)
12744
0
        return;
12745
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12746
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12747
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12748
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12749
0
}
12750
12751
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12752
0
{
12753
0
    ImGuiContext& g = *GImGui;
12754
0
    IM_UNUSED(g);
12755
0
    int order = window->FocusOrder;
12756
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12757
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12758
0
    return order;
12759
0
}
12760
12761
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12762
0
{
12763
0
    ImGuiContext& g = *GImGui;
12764
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12765
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12766
0
            return g.WindowsFocusOrder[i];
12767
0
    return NULL;
12768
0
}
12769
12770
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12771
0
{
12772
0
    ImGuiContext& g = *GImGui;
12773
0
    IM_ASSERT(g.NavWindowingTarget);
12774
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12775
0
        return;
12776
12777
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12778
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12779
0
    if (!window_target)
12780
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12781
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12782
0
    {
12783
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12784
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12785
0
    }
12786
0
    g.NavWindowingToggleLayer = false;
12787
0
}
12788
12789
// Windowing management mode
12790
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12791
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12792
static void ImGui::NavUpdateWindowing()
12793
48.4k
{
12794
48.4k
    ImGuiContext& g = *GImGui;
12795
48.4k
    ImGuiIO& io = g.IO;
12796
12797
48.4k
    ImGuiWindow* apply_focus_window = NULL;
12798
48.4k
    bool apply_toggle_layer = false;
12799
12800
48.4k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12801
48.4k
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
12802
48.4k
    if (!allow_windowing)
12803
0
        g.NavWindowingTarget = NULL;
12804
12805
    // Fade out
12806
48.4k
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12807
0
    {
12808
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12809
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12810
0
            g.NavWindowingTargetAnim = NULL;
12811
0
    }
12812
12813
    // Start CTRL+Tab or Square+L/R window selection
12814
48.4k
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
12815
48.4k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12816
48.4k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12817
48.4k
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12818
48.4k
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12819
48.4k
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12820
48.4k
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12821
48.4k
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12822
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12823
0
        {
12824
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12825
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12826
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12827
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12828
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12829
12830
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
12831
0
            if (keyboard_next_window || keyboard_prev_window)
12832
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
12833
0
        }
12834
12835
    // Gamepad update
12836
48.4k
    g.NavWindowingTimer += io.DeltaTime;
12837
48.4k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12838
0
    {
12839
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12840
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
12841
12842
        // Select window to focus
12843
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
12844
0
        if (focus_change_dir != 0)
12845
0
        {
12846
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
12847
0
            g.NavWindowingHighlightAlpha = 1.0f;
12848
0
        }
12849
12850
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
12851
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
12852
0
        {
12853
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
12854
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
12855
0
                apply_toggle_layer = true;
12856
0
            else if (!g.NavWindowingToggleLayer)
12857
0
                apply_focus_window = g.NavWindowingTarget;
12858
0
            g.NavWindowingTarget = NULL;
12859
0
        }
12860
0
    }
12861
12862
    // Keyboard: Focus
12863
48.4k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
12864
0
    {
12865
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
12866
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
12867
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
12868
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
12869
0
        if (keyboard_next_window || keyboard_prev_window)
12870
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
12871
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
12872
0
            apply_focus_window = g.NavWindowingTarget;
12873
0
    }
12874
12875
    // Keyboard: Press and Release ALT to toggle menu layer
12876
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
12877
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
12878
48.4k
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
12879
0
    {
12880
0
        g.NavWindowingToggleLayer = true;
12881
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
12882
0
    }
12883
48.4k
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
12884
0
    {
12885
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
12886
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
12887
        // We cancel toggling nav layer if an owner has claimed the key.
12888
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
12889
0
            g.NavWindowingToggleLayer = false;
12890
12891
        // Apply layer toggle on release
12892
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
12893
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
12894
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
12895
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
12896
0
                    apply_toggle_layer = true;
12897
0
        if (!IsKeyDown(ImGuiMod_Alt))
12898
0
            g.NavWindowingToggleLayer = false;
12899
0
    }
12900
12901
    // Move window
12902
48.4k
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
12903
0
    {
12904
0
        ImVec2 nav_move_dir;
12905
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
12906
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
12907
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
12908
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12909
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
12910
0
        {
12911
0
            const float NAV_MOVE_SPEED = 800.0f;
12912
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
12913
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
12914
0
            g.NavDisableMouseHover = true;
12915
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
12916
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
12917
0
            {
12918
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
12919
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
12920
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
12921
0
            }
12922
0
        }
12923
0
    }
12924
12925
    // Apply final focus
12926
48.4k
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
12927
0
    {
12928
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
12929
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
12930
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
12931
0
        ClearActiveID();
12932
0
        NavRestoreHighlightAfterMove();
12933
0
        ClosePopupsOverWindow(apply_focus_window, false);
12934
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
12935
0
        apply_focus_window = g.NavWindow;
12936
0
        if (apply_focus_window->NavLastIds[0] == 0)
12937
0
            NavInitWindow(apply_focus_window, false);
12938
12939
        // If the window has ONLY a menu layer (no main layer), select it directly
12940
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
12941
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
12942
        // the target window as already been previewed once.
12943
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
12944
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
12945
        // won't be valid.
12946
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
12947
0
            g.NavLayer = ImGuiNavLayer_Menu;
12948
12949
        // Request OS level focus
12950
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
12951
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
12952
0
    }
12953
48.4k
    if (apply_focus_window)
12954
0
        g.NavWindowingTarget = NULL;
12955
12956
    // Apply menu/layer toggle
12957
48.4k
    if (apply_toggle_layer && g.NavWindow)
12958
0
    {
12959
0
        ClearActiveID();
12960
12961
        // Move to parent menu if necessary
12962
0
        ImGuiWindow* new_nav_window = g.NavWindow;
12963
0
        while (new_nav_window->ParentWindow
12964
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
12965
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
12966
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12967
0
            new_nav_window = new_nav_window->ParentWindow;
12968
0
        if (new_nav_window != g.NavWindow)
12969
0
        {
12970
0
            ImGuiWindow* old_nav_window = g.NavWindow;
12971
0
            FocusWindow(new_nav_window);
12972
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
12973
0
        }
12974
12975
        // Toggle layer
12976
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
12977
0
        if (new_nav_layer != g.NavLayer)
12978
0
        {
12979
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
12980
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
12981
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
12982
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
12983
0
            NavRestoreLayer(new_nav_layer);
12984
0
            NavRestoreHighlightAfterMove();
12985
0
        }
12986
0
    }
12987
48.4k
}
12988
12989
// Window has already passed the IsWindowNavFocusable()
12990
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
12991
0
{
12992
0
    if (window->Flags & ImGuiWindowFlags_Popup)
12993
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
12994
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
12995
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
12996
0
    if (window->DockNodeAsHost)
12997
0
        return "(Dock node)"; // Not normally shown to user.
12998
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
12999
0
}
13000
13001
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
13002
void ImGui::NavUpdateWindowingOverlay()
13003
0
{
13004
0
    ImGuiContext& g = *GImGui;
13005
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
13006
13007
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
13008
0
        return;
13009
13010
0
    if (g.NavWindowingListWindow == NULL)
13011
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
13012
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
13013
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
13014
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
13015
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
13016
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
13017
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
13018
0
    {
13019
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
13020
0
        IM_ASSERT(window != NULL); // Fix static analyzers
13021
0
        if (!IsWindowNavFocusable(window))
13022
0
            continue;
13023
0
        const char* label = window->Name;
13024
0
        if (label == FindRenderedTextEnd(label))
13025
0
            label = GetFallbackWindowNameForWindowingList(window);
13026
0
        Selectable(label, g.NavWindowingTarget == window);
13027
0
    }
13028
0
    End();
13029
0
    PopStyleVar();
13030
0
}
13031
13032
13033
//-----------------------------------------------------------------------------
13034
// [SECTION] DRAG AND DROP
13035
//-----------------------------------------------------------------------------
13036
13037
bool ImGui::IsDragDropActive()
13038
0
{
13039
0
    ImGuiContext& g = *GImGui;
13040
0
    return g.DragDropActive;
13041
0
}
13042
13043
void ImGui::ClearDragDrop()
13044
2
{
13045
2
    ImGuiContext& g = *GImGui;
13046
2
    g.DragDropActive = false;
13047
2
    g.DragDropPayload.Clear();
13048
2
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
13049
2
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
13050
2
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
13051
2
    g.DragDropAcceptFrameCount = -1;
13052
13053
2
    g.DragDropPayloadBufHeap.clear();
13054
2
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13055
2
}
13056
13057
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
13058
// If the item has an identifier:
13059
// - This assume/require the item to be activated (typically via ButtonBehavior).
13060
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
13061
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
13062
// If the item has no identifier:
13063
// - Currently always assume left mouse button.
13064
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
13065
51
{
13066
51
    ImGuiContext& g = *GImGui;
13067
51
    ImGuiWindow* window = g.CurrentWindow;
13068
13069
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
13070
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
13071
51
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
13072
13073
51
    bool source_drag_active = false;
13074
51
    ImGuiID source_id = 0;
13075
51
    ImGuiID source_parent_id = 0;
13076
51
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
13077
51
    {
13078
51
        source_id = g.LastItemData.ID;
13079
51
        if (source_id != 0)
13080
51
        {
13081
            // Common path: items with ID
13082
51
            if (g.ActiveId != source_id)
13083
0
                return false;
13084
51
            if (g.ActiveIdMouseButton != -1)
13085
0
                mouse_button = g.ActiveIdMouseButton;
13086
51
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13087
0
                return false;
13088
51
            g.ActiveIdAllowOverlap = false;
13089
51
        }
13090
0
        else
13091
0
        {
13092
            // Uncommon path: items without ID
13093
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13094
0
                return false;
13095
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
13096
0
                return false;
13097
13098
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
13099
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
13100
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
13101
0
            {
13102
0
                IM_ASSERT(0);
13103
0
                return false;
13104
0
            }
13105
13106
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13107
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13108
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13109
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13110
            // Rely on keeping other window->LastItemXXX fields intact.
13111
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13112
0
            KeepAliveID(source_id);
13113
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
13114
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13115
0
            {
13116
0
                SetActiveID(source_id, window);
13117
0
                FocusWindow(window);
13118
0
            }
13119
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13120
0
                g.ActiveIdAllowOverlap = is_hovered;
13121
0
        }
13122
51
        if (g.ActiveId != source_id)
13123
0
            return false;
13124
51
        source_parent_id = window->IDStack.back();
13125
51
        source_drag_active = IsMouseDragging(mouse_button);
13126
13127
        // Disable navigation and key inputs while dragging + cancel existing request if any
13128
51
        SetActiveIdUsingAllKeyboardKeys();
13129
51
    }
13130
0
    else
13131
0
    {
13132
0
        window = NULL;
13133
0
        source_id = ImHashStr("#SourceExtern");
13134
0
        source_drag_active = true;
13135
0
    }
13136
13137
51
    if (source_drag_active)
13138
2
    {
13139
2
        if (!g.DragDropActive)
13140
1
        {
13141
1
            IM_ASSERT(source_id != 0);
13142
1
            ClearDragDrop();
13143
1
            ImGuiPayload& payload = g.DragDropPayload;
13144
1
            payload.SourceId = source_id;
13145
1
            payload.SourceParentId = source_parent_id;
13146
1
            g.DragDropActive = true;
13147
1
            g.DragDropSourceFlags = flags;
13148
1
            g.DragDropMouseButton = mouse_button;
13149
1
            if (payload.SourceId == g.ActiveId)
13150
1
                g.ActiveIdNoClearOnFocusLoss = true;
13151
1
        }
13152
2
        g.DragDropSourceFrameCount = g.FrameCount;
13153
2
        g.DragDropWithinSource = true;
13154
13155
2
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13156
0
        {
13157
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13158
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13159
0
            bool ret = BeginTooltip();
13160
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13161
0
            IM_UNUSED(ret);
13162
13163
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13164
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
13165
0
        }
13166
13167
2
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13168
2
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13169
13170
2
        return true;
13171
2
    }
13172
49
    return false;
13173
51
}
13174
13175
void ImGui::EndDragDropSource()
13176
2
{
13177
2
    ImGuiContext& g = *GImGui;
13178
2
    IM_ASSERT(g.DragDropActive);
13179
2
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13180
13181
2
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13182
0
        EndTooltip();
13183
13184
    // Discard the drag if have not called SetDragDropPayload()
13185
2
    if (g.DragDropPayload.DataFrameCount == -1)
13186
0
        ClearDragDrop();
13187
2
    g.DragDropWithinSource = false;
13188
2
}
13189
13190
// Use 'cond' to choose to submit payload on drag start or every frame
13191
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13192
2
{
13193
2
    ImGuiContext& g = *GImGui;
13194
2
    ImGuiPayload& payload = g.DragDropPayload;
13195
2
    if (cond == 0)
13196
2
        cond = ImGuiCond_Always;
13197
13198
2
    IM_ASSERT(type != NULL);
13199
2
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13200
2
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13201
2
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13202
2
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13203
13204
2
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13205
2
    {
13206
        // Copy payload
13207
2
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13208
2
        g.DragDropPayloadBufHeap.resize(0);
13209
2
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13210
0
        {
13211
            // Store in heap
13212
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13213
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13214
0
            memcpy(payload.Data, data, data_size);
13215
0
        }
13216
2
        else if (data_size > 0)
13217
2
        {
13218
            // Store locally
13219
2
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13220
2
            payload.Data = g.DragDropPayloadBufLocal;
13221
2
            memcpy(payload.Data, data, data_size);
13222
2
        }
13223
0
        else
13224
0
        {
13225
0
            payload.Data = NULL;
13226
0
        }
13227
2
        payload.DataSize = (int)data_size;
13228
2
    }
13229
2
    payload.DataFrameCount = g.FrameCount;
13230
13231
    // Return whether the payload has been accepted
13232
2
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13233
2
}
13234
13235
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13236
5
{
13237
5
    ImGuiContext& g = *GImGui;
13238
5
    if (!g.DragDropActive)
13239
0
        return false;
13240
13241
5
    ImGuiWindow* window = g.CurrentWindow;
13242
5
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13243
5
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13244
5
        return false;
13245
0
    IM_ASSERT(id != 0);
13246
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13247
0
        return false;
13248
0
    if (window->SkipItems)
13249
0
        return false;
13250
13251
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13252
0
    g.DragDropTargetRect = bb;
13253
0
    g.DragDropTargetId = id;
13254
0
    g.DragDropWithinTarget = true;
13255
0
    return true;
13256
0
}
13257
13258
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13259
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13260
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13261
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13262
bool ImGui::BeginDragDropTarget()
13263
0
{
13264
0
    ImGuiContext& g = *GImGui;
13265
0
    if (!g.DragDropActive)
13266
0
        return false;
13267
13268
0
    ImGuiWindow* window = g.CurrentWindow;
13269
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13270
0
        return false;
13271
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13272
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13273
0
        return false;
13274
13275
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13276
0
    ImGuiID id = g.LastItemData.ID;
13277
0
    if (id == 0)
13278
0
    {
13279
0
        id = window->GetIDFromRectangle(display_rect);
13280
0
        KeepAliveID(id);
13281
0
    }
13282
0
    if (g.DragDropPayload.SourceId == id)
13283
0
        return false;
13284
13285
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13286
0
    g.DragDropTargetRect = display_rect;
13287
0
    g.DragDropTargetId = id;
13288
0
    g.DragDropWithinTarget = true;
13289
0
    return true;
13290
0
}
13291
13292
bool ImGui::IsDragDropPayloadBeingAccepted()
13293
18
{
13294
18
    ImGuiContext& g = *GImGui;
13295
18
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13296
18
}
13297
13298
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13299
0
{
13300
0
    ImGuiContext& g = *GImGui;
13301
0
    ImGuiWindow* window = g.CurrentWindow;
13302
0
    ImGuiPayload& payload = g.DragDropPayload;
13303
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13304
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13305
0
    if (type != NULL && !payload.IsDataType(type))
13306
0
        return NULL;
13307
13308
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13309
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13310
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13311
0
    ImRect r = g.DragDropTargetRect;
13312
0
    float r_surface = r.GetWidth() * r.GetHeight();
13313
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13314
0
        return NULL;
13315
13316
0
    g.DragDropAcceptFlags = flags;
13317
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13318
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13319
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13320
13321
    // Render default drop visuals
13322
0
    payload.Preview = was_accepted_previously;
13323
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13324
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13325
0
        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13326
13327
0
    g.DragDropAcceptFrameCount = g.FrameCount;
13328
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13329
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13330
0
        return NULL;
13331
13332
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13333
0
    return &payload;
13334
0
}
13335
13336
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13337
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
13338
0
{
13339
0
    GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13340
0
}
13341
13342
const ImGuiPayload* ImGui::GetDragDropPayload()
13343
0
{
13344
0
    ImGuiContext& g = *GImGui;
13345
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13346
0
}
13347
13348
void ImGui::EndDragDropTarget()
13349
0
{
13350
0
    ImGuiContext& g = *GImGui;
13351
0
    IM_ASSERT(g.DragDropActive);
13352
0
    IM_ASSERT(g.DragDropWithinTarget);
13353
0
    g.DragDropWithinTarget = false;
13354
13355
    // Clear drag and drop state payload right after delivery
13356
0
    if (g.DragDropPayload.Delivery)
13357
0
        ClearDragDrop();
13358
0
}
13359
13360
//-----------------------------------------------------------------------------
13361
// [SECTION] LOGGING/CAPTURING
13362
//-----------------------------------------------------------------------------
13363
// All text output from the interface can be captured into tty/file/clipboard.
13364
// By default, tree nodes are automatically opened during logging.
13365
//-----------------------------------------------------------------------------
13366
13367
// Pass text data straight to log (without being displayed)
13368
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13369
0
{
13370
0
    if (g.LogFile)
13371
0
    {
13372
0
        g.LogBuffer.Buf.resize(0);
13373
0
        g.LogBuffer.appendfv(fmt, args);
13374
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13375
0
    }
13376
0
    else
13377
0
    {
13378
0
        g.LogBuffer.appendfv(fmt, args);
13379
0
    }
13380
0
}
13381
13382
void ImGui::LogText(const char* fmt, ...)
13383
0
{
13384
0
    ImGuiContext& g = *GImGui;
13385
0
    if (!g.LogEnabled)
13386
0
        return;
13387
13388
0
    va_list args;
13389
0
    va_start(args, fmt);
13390
0
    LogTextV(g, fmt, args);
13391
0
    va_end(args);
13392
0
}
13393
13394
void ImGui::LogTextV(const char* fmt, va_list args)
13395
0
{
13396
0
    ImGuiContext& g = *GImGui;
13397
0
    if (!g.LogEnabled)
13398
0
        return;
13399
13400
0
    LogTextV(g, fmt, args);
13401
0
}
13402
13403
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13404
// We split text into individual lines to add current tree level padding
13405
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13406
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13407
0
{
13408
0
    ImGuiContext& g = *GImGui;
13409
0
    ImGuiWindow* window = g.CurrentWindow;
13410
13411
0
    const char* prefix = g.LogNextPrefix;
13412
0
    const char* suffix = g.LogNextSuffix;
13413
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13414
13415
0
    if (!text_end)
13416
0
        text_end = FindRenderedTextEnd(text, text_end);
13417
13418
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13419
0
    if (ref_pos)
13420
0
        g.LogLinePosY = ref_pos->y;
13421
0
    if (log_new_line)
13422
0
    {
13423
0
        LogText(IM_NEWLINE);
13424
0
        g.LogLineFirstItem = true;
13425
0
    }
13426
13427
0
    if (prefix)
13428
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13429
13430
    // Re-adjust padding if we have popped out of our starting depth
13431
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13432
0
        g.LogDepthRef = window->DC.TreeDepth;
13433
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13434
13435
0
    const char* text_remaining = text;
13436
0
    for (;;)
13437
0
    {
13438
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13439
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13440
0
        const char* line_start = text_remaining;
13441
0
        const char* line_end = ImStreolRange(line_start, text_end);
13442
0
        const bool is_last_line = (line_end == text_end);
13443
0
        if (line_start != line_end || !is_last_line)
13444
0
        {
13445
0
            const int line_length = (int)(line_end - line_start);
13446
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13447
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13448
0
            g.LogLineFirstItem = false;
13449
0
            if (*line_end == '\n')
13450
0
            {
13451
0
                LogText(IM_NEWLINE);
13452
0
                g.LogLineFirstItem = true;
13453
0
            }
13454
0
        }
13455
0
        if (is_last_line)
13456
0
            break;
13457
0
        text_remaining = line_end + 1;
13458
0
    }
13459
13460
0
    if (suffix)
13461
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13462
0
}
13463
13464
// Start logging/capturing text output
13465
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13466
0
{
13467
0
    ImGuiContext& g = *GImGui;
13468
0
    ImGuiWindow* window = g.CurrentWindow;
13469
0
    IM_ASSERT(g.LogEnabled == false);
13470
0
    IM_ASSERT(g.LogFile == NULL);
13471
0
    IM_ASSERT(g.LogBuffer.empty());
13472
0
    g.LogEnabled = true;
13473
0
    g.LogType = type;
13474
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13475
0
    g.LogDepthRef = window->DC.TreeDepth;
13476
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13477
0
    g.LogLinePosY = FLT_MAX;
13478
0
    g.LogLineFirstItem = true;
13479
0
}
13480
13481
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13482
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13483
0
{
13484
0
    ImGuiContext& g = *GImGui;
13485
0
    g.LogNextPrefix = prefix;
13486
0
    g.LogNextSuffix = suffix;
13487
0
}
13488
13489
void ImGui::LogToTTY(int auto_open_depth)
13490
0
{
13491
0
    ImGuiContext& g = *GImGui;
13492
0
    if (g.LogEnabled)
13493
0
        return;
13494
0
    IM_UNUSED(auto_open_depth);
13495
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13496
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13497
0
    g.LogFile = stdout;
13498
0
#endif
13499
0
}
13500
13501
// Start logging/capturing text output to given file
13502
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13503
0
{
13504
0
    ImGuiContext& g = *GImGui;
13505
0
    if (g.LogEnabled)
13506
0
        return;
13507
13508
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13509
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13510
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13511
0
    if (!filename)
13512
0
        filename = g.IO.LogFilename;
13513
0
    if (!filename || !filename[0])
13514
0
        return;
13515
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13516
0
    if (!f)
13517
0
    {
13518
0
        IM_ASSERT(0);
13519
0
        return;
13520
0
    }
13521
13522
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13523
0
    g.LogFile = f;
13524
0
}
13525
13526
// Start logging/capturing text output to clipboard
13527
void ImGui::LogToClipboard(int auto_open_depth)
13528
0
{
13529
0
    ImGuiContext& g = *GImGui;
13530
0
    if (g.LogEnabled)
13531
0
        return;
13532
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13533
0
}
13534
13535
void ImGui::LogToBuffer(int auto_open_depth)
13536
0
{
13537
0
    ImGuiContext& g = *GImGui;
13538
0
    if (g.LogEnabled)
13539
0
        return;
13540
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13541
0
}
13542
13543
void ImGui::LogFinish()
13544
96.8k
{
13545
96.8k
    ImGuiContext& g = *GImGui;
13546
96.8k
    if (!g.LogEnabled)
13547
96.8k
        return;
13548
13549
0
    LogText(IM_NEWLINE);
13550
0
    switch (g.LogType)
13551
0
    {
13552
0
    case ImGuiLogType_TTY:
13553
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13554
0
        fflush(g.LogFile);
13555
0
#endif
13556
0
        break;
13557
0
    case ImGuiLogType_File:
13558
0
        ImFileClose(g.LogFile);
13559
0
        break;
13560
0
    case ImGuiLogType_Buffer:
13561
0
        break;
13562
0
    case ImGuiLogType_Clipboard:
13563
0
        if (!g.LogBuffer.empty())
13564
0
            SetClipboardText(g.LogBuffer.begin());
13565
0
        break;
13566
0
    case ImGuiLogType_None:
13567
0
        IM_ASSERT(0);
13568
0
        break;
13569
0
    }
13570
13571
0
    g.LogEnabled = false;
13572
0
    g.LogType = ImGuiLogType_None;
13573
0
    g.LogFile = NULL;
13574
0
    g.LogBuffer.clear();
13575
0
}
13576
13577
// Helper to display logging buttons
13578
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13579
void ImGui::LogButtons()
13580
0
{
13581
0
    ImGuiContext& g = *GImGui;
13582
13583
0
    PushID("LogButtons");
13584
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13585
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13586
#else
13587
    const bool log_to_tty = false;
13588
#endif
13589
0
    const bool log_to_file = Button("Log To File"); SameLine();
13590
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13591
0
    PushTabStop(false);
13592
0
    SetNextItemWidth(80.0f);
13593
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13594
0
    PopTabStop();
13595
0
    PopID();
13596
13597
    // Start logging at the end of the function so that the buttons don't appear in the log
13598
0
    if (log_to_tty)
13599
0
        LogToTTY();
13600
0
    if (log_to_file)
13601
0
        LogToFile();
13602
0
    if (log_to_clipboard)
13603
0
        LogToClipboard();
13604
0
}
13605
13606
13607
//-----------------------------------------------------------------------------
13608
// [SECTION] SETTINGS
13609
//-----------------------------------------------------------------------------
13610
// - UpdateSettings() [Internal]
13611
// - MarkIniSettingsDirty() [Internal]
13612
// - FindSettingsHandler() [Internal]
13613
// - ClearIniSettings() [Internal]
13614
// - LoadIniSettingsFromDisk()
13615
// - LoadIniSettingsFromMemory()
13616
// - SaveIniSettingsToDisk()
13617
// - SaveIniSettingsToMemory()
13618
//-----------------------------------------------------------------------------
13619
// - CreateNewWindowSettings() [Internal]
13620
// - FindWindowSettingsByID() [Internal]
13621
// - FindWindowSettingsByWindow() [Internal]
13622
// - ClearWindowSettings() [Internal]
13623
// - WindowSettingsHandler_***() [Internal]
13624
//-----------------------------------------------------------------------------
13625
13626
// Called by NewFrame()
13627
void ImGui::UpdateSettings()
13628
48.4k
{
13629
    // Load settings on first frame (if not explicitly loaded manually before)
13630
48.4k
    ImGuiContext& g = *GImGui;
13631
48.4k
    if (!g.SettingsLoaded)
13632
1
    {
13633
1
        IM_ASSERT(g.SettingsWindows.empty());
13634
1
        if (g.IO.IniFilename)
13635
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13636
1
        g.SettingsLoaded = true;
13637
1
    }
13638
13639
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13640
48.4k
    if (g.SettingsDirtyTimer > 0.0f)
13641
1.20k
    {
13642
1.20k
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13643
1.20k
        if (g.SettingsDirtyTimer <= 0.0f)
13644
4
        {
13645
4
            if (g.IO.IniFilename != NULL)
13646
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13647
4
            else
13648
4
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13649
4
            g.SettingsDirtyTimer = 0.0f;
13650
4
        }
13651
1.20k
    }
13652
48.4k
}
13653
13654
void ImGui::MarkIniSettingsDirty()
13655
0
{
13656
0
    ImGuiContext& g = *GImGui;
13657
0
    if (g.SettingsDirtyTimer <= 0.0f)
13658
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13659
0
}
13660
13661
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13662
7.73k
{
13663
7.73k
    ImGuiContext& g = *GImGui;
13664
7.73k
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13665
8
        if (g.SettingsDirtyTimer <= 0.0f)
13666
4
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13667
7.73k
}
13668
13669
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13670
2
{
13671
2
    ImGuiContext& g = *GImGui;
13672
2
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13673
2
    g.SettingsHandlers.push_back(*handler);
13674
2
}
13675
13676
void ImGui::RemoveSettingsHandler(const char* type_name)
13677
0
{
13678
0
    ImGuiContext& g = *GImGui;
13679
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13680
0
        g.SettingsHandlers.erase(handler);
13681
0
}
13682
13683
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13684
2
{
13685
2
    ImGuiContext& g = *GImGui;
13686
2
    const ImGuiID type_hash = ImHashStr(type_name);
13687
2
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13688
1
        if (handler.TypeHash == type_hash)
13689
0
            return &handler;
13690
2
    return NULL;
13691
2
}
13692
13693
// Clear all settings (windows, tables, docking etc.)
13694
void ImGui::ClearIniSettings()
13695
0
{
13696
0
    ImGuiContext& g = *GImGui;
13697
0
    g.SettingsIniData.clear();
13698
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13699
0
        if (handler.ClearAllFn != NULL)
13700
0
            handler.ClearAllFn(&g, &handler);
13701
0
}
13702
13703
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13704
0
{
13705
0
    size_t file_data_size = 0;
13706
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13707
0
    if (!file_data)
13708
0
        return;
13709
0
    if (file_data_size > 0)
13710
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13711
0
    IM_FREE(file_data);
13712
0
}
13713
13714
// Zero-tolerance, no error reporting, cheap .ini parsing
13715
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
13716
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13717
0
{
13718
0
    ImGuiContext& g = *GImGui;
13719
0
    IM_ASSERT(g.Initialized);
13720
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13721
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13722
13723
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13724
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13725
0
    if (ini_size == 0)
13726
0
        ini_size = strlen(ini_data);
13727
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13728
0
    char* const buf = g.SettingsIniData.Buf.Data;
13729
0
    char* const buf_end = buf + ini_size;
13730
0
    memcpy(buf, ini_data, ini_size);
13731
0
    buf_end[0] = 0;
13732
13733
    // Call pre-read handlers
13734
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13735
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13736
0
        if (handler.ReadInitFn != NULL)
13737
0
            handler.ReadInitFn(&g, &handler);
13738
13739
0
    void* entry_data = NULL;
13740
0
    ImGuiSettingsHandler* entry_handler = NULL;
13741
13742
0
    char* line_end = NULL;
13743
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13744
0
    {
13745
        // Skip new lines markers, then find end of the line
13746
0
        while (*line == '\n' || *line == '\r')
13747
0
            line++;
13748
0
        line_end = line;
13749
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13750
0
            line_end++;
13751
0
        line_end[0] = 0;
13752
0
        if (line[0] == ';')
13753
0
            continue;
13754
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13755
0
        {
13756
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13757
0
            line_end[-1] = 0;
13758
0
            const char* name_end = line_end - 1;
13759
0
            const char* type_start = line + 1;
13760
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13761
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13762
0
            if (!type_end || !name_start)
13763
0
                continue;
13764
0
            *type_end = 0; // Overwrite first ']'
13765
0
            name_start++;  // Skip second '['
13766
0
            entry_handler = FindSettingsHandler(type_start);
13767
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13768
0
        }
13769
0
        else if (entry_handler != NULL && entry_data != NULL)
13770
0
        {
13771
            // Let type handler parse the line
13772
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13773
0
        }
13774
0
    }
13775
0
    g.SettingsLoaded = true;
13776
13777
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13778
0
    memcpy(buf, ini_data, ini_size);
13779
13780
    // Call post-read handlers
13781
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13782
0
        if (handler.ApplyAllFn != NULL)
13783
0
            handler.ApplyAllFn(&g, &handler);
13784
0
}
13785
13786
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13787
0
{
13788
0
    ImGuiContext& g = *GImGui;
13789
0
    g.SettingsDirtyTimer = 0.0f;
13790
0
    if (!ini_filename)
13791
0
        return;
13792
13793
0
    size_t ini_data_size = 0;
13794
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13795
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13796
0
    if (!f)
13797
0
        return;
13798
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13799
0
    ImFileClose(f);
13800
0
}
13801
13802
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13803
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13804
0
{
13805
0
    ImGuiContext& g = *GImGui;
13806
0
    g.SettingsDirtyTimer = 0.0f;
13807
0
    g.SettingsIniData.Buf.resize(0);
13808
0
    g.SettingsIniData.Buf.push_back(0);
13809
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13810
0
        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
13811
0
    if (out_size)
13812
0
        *out_size = (size_t)g.SettingsIniData.size();
13813
0
    return g.SettingsIniData.c_str();
13814
0
}
13815
13816
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13817
0
{
13818
0
    ImGuiContext& g = *GImGui;
13819
13820
0
    if (g.IO.ConfigDebugIniSettings == false)
13821
0
    {
13822
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
13823
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
13824
0
        if (const char* p = strstr(name, "###"))
13825
0
            name = p;
13826
0
    }
13827
0
    const size_t name_len = strlen(name);
13828
13829
    // Allocate chunk
13830
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
13831
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
13832
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
13833
0
    settings->ID = ImHashStr(name, name_len);
13834
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
13835
13836
0
    return settings;
13837
0
}
13838
13839
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
13840
// This is called once per window .ini entry + once per newly instantiated window.
13841
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
13842
2
{
13843
2
    ImGuiContext& g = *GImGui;
13844
2
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13845
0
        if (settings->ID == id && !settings->WantDelete)
13846
0
            return settings;
13847
2
    return NULL;
13848
2
}
13849
13850
// This is faster if you are holding on a Window already as we don't need to perform a search.
13851
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
13852
2
{
13853
2
    ImGuiContext& g = *GImGui;
13854
2
    if (window->SettingsOffset != -1)
13855
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
13856
2
    return FindWindowSettingsByID(window->ID);
13857
2
}
13858
13859
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
13860
void ImGui::ClearWindowSettings(const char* name)
13861
0
{
13862
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
13863
0
    ImGuiContext& g = *GImGui;
13864
0
    ImGuiWindow* window = FindWindowByName(name);
13865
0
    if (window != NULL)
13866
0
    {
13867
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
13868
0
        InitOrLoadWindowSettings(window, NULL);
13869
0
        if (window->DockId != 0)
13870
0
            DockContextProcessUndockWindow(&g, window, true);
13871
0
    }
13872
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
13873
0
        settings->WantDelete = true;
13874
0
}
13875
13876
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13877
0
{
13878
0
    ImGuiContext& g = *ctx;
13879
0
    for (ImGuiWindow* window : g.Windows)
13880
0
        window->SettingsOffset = -1;
13881
0
    g.SettingsWindows.clear();
13882
0
}
13883
13884
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
13885
0
{
13886
0
    ImGuiID id = ImHashStr(name);
13887
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
13888
0
    if (settings)
13889
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
13890
0
    else
13891
0
        settings = ImGui::CreateNewWindowSettings(name);
13892
0
    settings->ID = id;
13893
0
    settings->WantApply = true;
13894
0
    return (void*)settings;
13895
0
}
13896
13897
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
13898
0
{
13899
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
13900
0
    int x, y;
13901
0
    int i;
13902
0
    ImU32 u1;
13903
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
13904
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
13905
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
13906
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
13907
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
13908
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
13909
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
13910
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
13911
0
}
13912
13913
// Apply to existing windows (if any)
13914
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13915
0
{
13916
0
    ImGuiContext& g = *ctx;
13917
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13918
0
        if (settings->WantApply)
13919
0
        {
13920
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
13921
0
                ApplyWindowSettings(window, settings);
13922
0
            settings->WantApply = false;
13923
0
        }
13924
0
}
13925
13926
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
13927
0
{
13928
    // Gather data from windows that were active during this session
13929
    // (if a window wasn't opened in this session we preserve its settings)
13930
0
    ImGuiContext& g = *ctx;
13931
0
    for (ImGuiWindow* window : g.Windows)
13932
0
    {
13933
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
13934
0
            continue;
13935
13936
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
13937
0
        if (!settings)
13938
0
        {
13939
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
13940
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
13941
0
        }
13942
0
        IM_ASSERT(settings->ID == window->ID);
13943
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
13944
0
        settings->Size = ImVec2ih(window->SizeFull);
13945
0
        settings->ViewportId = window->ViewportId;
13946
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
13947
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
13948
0
        settings->DockId = window->DockId;
13949
0
        settings->ClassId = window->WindowClass.ClassId;
13950
0
        settings->DockOrder = window->DockOrder;
13951
0
        settings->Collapsed = window->Collapsed;
13952
0
        settings->WantDelete = false;
13953
0
    }
13954
13955
    // Write to text buffer
13956
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
13957
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13958
0
    {
13959
0
        if (settings->WantDelete)
13960
0
            continue;
13961
0
        const char* settings_name = settings->GetName();
13962
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
13963
0
        if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13964
0
        {
13965
0
            buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
13966
0
            buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
13967
0
        }
13968
0
        if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13969
0
            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
13970
0
        if (settings->Size.x != 0 || settings->Size.y != 0)
13971
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
13972
0
        buf->appendf("Collapsed=%d\n", settings->Collapsed);
13973
0
        if (settings->DockId != 0)
13974
0
        {
13975
            //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
13976
0
            if (settings->DockOrder == -1)
13977
0
                buf->appendf("DockId=0x%08X\n", settings->DockId);
13978
0
            else
13979
0
                buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
13980
0
            if (settings->ClassId != 0)
13981
0
                buf->appendf("ClassId=0x%08X\n", settings->ClassId);
13982
0
        }
13983
0
        buf->append("\n");
13984
0
    }
13985
0
}
13986
13987
13988
//-----------------------------------------------------------------------------
13989
// [SECTION] LOCALIZATION
13990
//-----------------------------------------------------------------------------
13991
13992
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
13993
1
{
13994
1
    ImGuiContext& g = *GImGui;
13995
11
    for (int n = 0; n < count; n++)
13996
10
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
13997
1
}
13998
13999
14000
//-----------------------------------------------------------------------------
14001
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
14002
//-----------------------------------------------------------------------------
14003
// - GetMainViewport()
14004
// - FindViewportByID()
14005
// - FindViewportByPlatformHandle()
14006
// - SetCurrentViewport() [Internal]
14007
// - SetWindowViewport() [Internal]
14008
// - GetWindowAlwaysWantOwnViewport() [Internal]
14009
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
14010
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
14011
// - TranslateWindowsInViewport() [Internal]
14012
// - ScaleWindowsInViewport() [Internal]
14013
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
14014
// - UpdateViewportsNewFrame() [Internal]
14015
// - UpdateViewportsEndFrame() [Internal]
14016
// - AddUpdateViewport() [Internal]
14017
// - WindowSelectViewport() [Internal]
14018
// - WindowSyncOwnedViewport() [Internal]
14019
// - UpdatePlatformWindows()
14020
// - RenderPlatformWindowsDefault()
14021
// - FindPlatformMonitorForPos() [Internal]
14022
// - FindPlatformMonitorForRect() [Internal]
14023
// - UpdateViewportPlatformMonitor() [Internal]
14024
// - DestroyPlatformWindow() [Internal]
14025
// - DestroyPlatformWindows()
14026
//-----------------------------------------------------------------------------
14027
14028
ImGuiViewport* ImGui::GetMainViewport()
14029
144k
{
14030
144k
    ImGuiContext& g = *GImGui;
14031
144k
    return g.Viewports[0];
14032
144k
}
14033
14034
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
14035
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
14036
48.4k
{
14037
48.4k
    ImGuiContext& g = *GImGui;
14038
48.4k
    for (ImGuiViewportP* viewport : g.Viewports)
14039
48.4k
        if (viewport->ID == id)
14040
48.4k
            return viewport;
14041
0
    return NULL;
14042
48.4k
}
14043
14044
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
14045
0
{
14046
0
    ImGuiContext& g = *GImGui;
14047
0
    for (ImGuiViewportP* viewport : g.Viewports)
14048
0
        if (viewport->PlatformHandle == platform_handle)
14049
0
            return viewport;
14050
0
    return NULL;
14051
0
}
14052
14053
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
14054
288k
{
14055
288k
    ImGuiContext& g = *GImGui;
14056
288k
    (void)current_window;
14057
14058
288k
    if (viewport)
14059
239k
        viewport->LastFrameActive = g.FrameCount;
14060
288k
    if (g.CurrentViewport == viewport)
14061
191k
        return;
14062
96.8k
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
14063
96.8k
    g.CurrentViewport = viewport;
14064
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
14065
14066
    // Notify platform layer of viewport changes
14067
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
14068
96.8k
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
14069
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
14070
96.8k
}
14071
14072
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14073
144k
{
14074
    // Abandon viewport
14075
144k
    if (window->ViewportOwned && window->Viewport->Window == window)
14076
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
14077
14078
144k
    window->Viewport = viewport;
14079
144k
    window->ViewportId = viewport->ID;
14080
144k
    window->ViewportOwned = (viewport->Window == window);
14081
144k
}
14082
14083
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
14084
0
{
14085
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
14086
0
    ImGuiContext& g = *GImGui;
14087
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
14088
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
14089
0
            if (!window->DockIsActive)
14090
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
14091
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
14092
0
                        return true;
14093
0
    return false;
14094
0
}
14095
14096
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14097
0
{
14098
0
    ImGuiContext& g = *GImGui;
14099
0
    if (window->Viewport == viewport)
14100
0
        return false;
14101
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14102
0
        return false;
14103
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14104
0
        return false;
14105
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14106
0
        return false;
14107
0
    if (GetWindowAlwaysWantOwnViewport(window))
14108
0
        return false;
14109
14110
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14111
0
    for (ImGuiWindow* window_behind : g.Windows)
14112
0
    {
14113
0
        if (window_behind == window)
14114
0
            break;
14115
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14116
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14117
0
                return false;
14118
0
    }
14119
14120
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14121
0
    ImGuiViewportP* old_viewport = window->Viewport;
14122
0
    if (window->ViewportOwned)
14123
0
        for (int n = 0; n < g.Windows.Size; n++)
14124
0
            if (g.Windows[n]->Viewport == old_viewport)
14125
0
                SetWindowViewport(g.Windows[n], viewport);
14126
0
    SetWindowViewport(window, viewport);
14127
0
    BringWindowToDisplayFront(window);
14128
14129
0
    return true;
14130
0
}
14131
14132
// FIXME: handle 0 to N host viewports
14133
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14134
0
{
14135
0
    ImGuiContext& g = *GImGui;
14136
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14137
0
}
14138
14139
// Translate Dear ImGui windows when a Host Viewport has been moved
14140
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14141
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14142
0
{
14143
0
    ImGuiContext& g = *GImGui;
14144
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14145
14146
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14147
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14148
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14149
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14150
    // and so the window will appear to teleport when releasing the mouse.
14151
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14152
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14153
0
    ImVec2 delta_pos = new_pos - old_pos;
14154
0
    for (ImGuiWindow* window : g.Windows) // FIXME-OPT
14155
0
        if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
14156
0
            TranslateWindow(window, delta_pos);
14157
0
}
14158
14159
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14160
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14161
0
{
14162
0
    ImGuiContext& g = *GImGui;
14163
0
    if (viewport->Window)
14164
0
    {
14165
0
        ScaleWindow(viewport->Window, scale);
14166
0
    }
14167
0
    else
14168
0
    {
14169
0
        for (ImGuiWindow* window : g.Windows)
14170
0
            if (window->Viewport == viewport)
14171
0
                ScaleWindow(window, scale);
14172
0
    }
14173
0
}
14174
14175
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14176
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14177
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14178
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14179
0
{
14180
0
    ImGuiContext& g = *GImGui;
14181
0
    ImGuiViewportP* best_candidate = NULL;
14182
0
    for (ImGuiViewportP* viewport : g.Viewports)
14183
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14184
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14185
0
                best_candidate = viewport;
14186
0
    return best_candidate;
14187
0
}
14188
14189
// Update viewports and monitor infos
14190
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14191
static void ImGui::UpdateViewportsNewFrame()
14192
48.4k
{
14193
48.4k
    ImGuiContext& g = *GImGui;
14194
48.4k
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14195
14196
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14197
    // Update Focused status
14198
48.4k
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14199
48.4k
    if (viewports_enabled)
14200
0
    {
14201
0
        ImGuiViewportP* focused_viewport = NULL;
14202
0
        for (ImGuiViewportP* viewport : g.Viewports)
14203
0
        {
14204
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14205
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14206
0
            {
14207
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14208
0
                if (is_minimized)
14209
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14210
0
                else
14211
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14212
0
            }
14213
14214
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14215
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14216
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14217
0
            {
14218
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14219
0
                if (is_focused)
14220
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14221
0
                else
14222
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14223
0
                if (is_focused)
14224
0
                    focused_viewport = viewport;
14225
0
            }
14226
0
        }
14227
14228
        // Focused viewport has changed?
14229
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14230
0
        {
14231
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14232
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14233
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14234
14235
            // Store a tag so we can infer z-order easily from all our windows
14236
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14237
            // will keep the front most stamp instead of losing it back to their parent viewport.
14238
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14239
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14240
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14241
14242
            // Focus associated dear imgui window
14243
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14244
            // - if focus didn't happen because we destroyed another window (#6462)
14245
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14246
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14247
0
            if (apply_imgui_focus_on_focused_viewport)
14248
0
            {
14249
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14250
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14251
0
                if (focused_viewport->Window != NULL)
14252
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14253
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14254
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14255
0
                else
14256
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14257
0
            }
14258
0
        }
14259
0
        if (focused_viewport)
14260
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14261
0
    }
14262
14263
    // Create/update main viewport with current platform position.
14264
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14265
48.4k
    ImGuiViewportP* main_viewport = g.Viewports[0];
14266
48.4k
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14267
48.4k
    IM_ASSERT(main_viewport->Window == NULL);
14268
48.4k
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14269
48.4k
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14270
48.4k
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14271
0
    {
14272
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14273
0
        main_viewport_size = main_viewport->Size;
14274
0
    }
14275
48.4k
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14276
14277
48.4k
    g.CurrentDpiScale = 0.0f;
14278
48.4k
    g.CurrentViewport = NULL;
14279
48.4k
    g.MouseViewport = NULL;
14280
96.8k
    for (int n = 0; n < g.Viewports.Size; n++)
14281
48.4k
    {
14282
48.4k
        ImGuiViewportP* viewport = g.Viewports[n];
14283
48.4k
        viewport->Idx = n;
14284
14285
        // Erase unused viewports
14286
48.4k
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14287
0
        {
14288
0
            DestroyViewport(viewport);
14289
0
            n--;
14290
0
            continue;
14291
0
        }
14292
14293
48.4k
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14294
48.4k
        if (viewports_enabled)
14295
0
        {
14296
            // Update Position and Size (from Platform Window to ImGui) if requested.
14297
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14298
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14299
0
            {
14300
                // Viewport->WorkPos and WorkSize will be updated below
14301
0
                if (viewport->PlatformRequestMove)
14302
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14303
0
                if (viewport->PlatformRequestResize)
14304
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14305
0
            }
14306
0
        }
14307
14308
        // Update/copy monitor info
14309
48.4k
        UpdateViewportPlatformMonitor(viewport);
14310
14311
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14312
48.4k
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14313
48.4k
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14314
48.4k
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14315
48.4k
        viewport->UpdateWorkRect();
14316
14317
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14318
48.4k
        viewport->Alpha = 1.0f;
14319
14320
        // Translate Dear ImGui windows when a Host Viewport has been moved
14321
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14322
48.4k
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14323
48.4k
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14324
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14325
14326
        // Update DPI scale
14327
48.4k
        float new_dpi_scale;
14328
48.4k
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14329
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14330
48.4k
        else if (viewport->PlatformMonitor != -1)
14331
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14332
48.4k
        else
14333
48.4k
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14334
48.4k
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14335
0
        {
14336
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14337
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14338
0
                ScaleWindowsInViewport(viewport, scale_factor);
14339
            //if (viewport == GetMainViewport())
14340
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14341
14342
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14343
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14344
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14345
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14346
            //    g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
14347
0
        }
14348
48.4k
        viewport->DpiScale = new_dpi_scale;
14349
48.4k
    }
14350
14351
    // Update fallback monitor
14352
48.4k
    if (g.PlatformIO.Monitors.Size == 0)
14353
48.4k
    {
14354
48.4k
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14355
48.4k
        monitor->MainPos = main_viewport->Pos;
14356
48.4k
        monitor->MainSize = main_viewport->Size;
14357
48.4k
        monitor->WorkPos = main_viewport->WorkPos;
14358
48.4k
        monitor->WorkSize = main_viewport->WorkSize;
14359
48.4k
        monitor->DpiScale = main_viewport->DpiScale;
14360
48.4k
    }
14361
14362
48.4k
    if (!viewports_enabled)
14363
48.4k
    {
14364
48.4k
        g.MouseViewport = main_viewport;
14365
48.4k
        return;
14366
48.4k
    }
14367
14368
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14369
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14370
0
    ImGuiViewportP* viewport_hovered = NULL;
14371
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14372
0
    {
14373
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14374
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14375
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14376
0
    }
14377
0
    else
14378
0
    {
14379
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14380
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14381
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14382
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14383
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14384
0
    }
14385
0
    if (viewport_hovered != NULL)
14386
0
        g.MouseLastHoveredViewport = viewport_hovered;
14387
0
    else if (g.MouseLastHoveredViewport == NULL)
14388
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14389
14390
    // Update mouse reference viewport
14391
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14392
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14393
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14394
0
        g.MouseViewport = g.MovingWindow->Viewport;
14395
0
    else
14396
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14397
14398
    // When dragging something, always refer to the last hovered viewport.
14399
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14400
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14401
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14402
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14403
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14404
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14405
0
        viewport_hovered = g.MouseLastHoveredViewport;
14406
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14407
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14408
0
            g.MouseViewport = viewport_hovered;
14409
14410
0
    IM_ASSERT(g.MouseViewport != NULL);
14411
0
}
14412
14413
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14414
static void ImGui::UpdateViewportsEndFrame()
14415
48.4k
{
14416
48.4k
    ImGuiContext& g = *GImGui;
14417
48.4k
    g.PlatformIO.Viewports.resize(0);
14418
96.8k
    for (int i = 0; i < g.Viewports.Size; i++)
14419
48.4k
    {
14420
48.4k
        ImGuiViewportP* viewport = g.Viewports[i];
14421
48.4k
        viewport->LastPos = viewport->Pos;
14422
48.4k
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14423
0
            if (i > 0) // Always include main viewport in the list
14424
0
                continue;
14425
48.4k
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14426
0
            continue;
14427
48.4k
        if (i > 0)
14428
48.4k
            IM_ASSERT(viewport->Window != NULL);
14429
48.4k
        g.PlatformIO.Viewports.push_back(viewport);
14430
48.4k
    }
14431
48.4k
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14432
48.4k
}
14433
14434
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14435
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14436
48.4k
{
14437
48.4k
    ImGuiContext& g = *GImGui;
14438
48.4k
    IM_ASSERT(id != 0);
14439
14440
48.4k
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14441
48.4k
    if (window != NULL)
14442
0
    {
14443
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14444
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14445
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14446
0
            flags |= ImGuiViewportFlags_NoInputs;
14447
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14448
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14449
0
    }
14450
14451
48.4k
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14452
48.4k
    if (viewport)
14453
48.4k
    {
14454
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14455
48.4k
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14456
48.4k
            viewport->Pos = pos;
14457
48.4k
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14458
48.4k
            viewport->Size = size;
14459
48.4k
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14460
48.4k
    }
14461
0
    else
14462
0
    {
14463
        // New viewport
14464
0
        viewport = IM_NEW(ImGuiViewportP)();
14465
0
        viewport->ID = id;
14466
0
        viewport->Idx = g.Viewports.Size;
14467
0
        viewport->Pos = viewport->LastPos = pos;
14468
0
        viewport->Size = size;
14469
0
        viewport->Flags = flags;
14470
0
        UpdateViewportPlatformMonitor(viewport);
14471
0
        g.Viewports.push_back(viewport);
14472
0
        g.ViewportCreatedCount++;
14473
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14474
14475
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14476
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14477
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14478
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14479
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14480
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14481
14482
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14483
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14484
0
        if (viewport->PlatformMonitor != -1)
14485
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14486
0
    }
14487
14488
48.4k
    viewport->Window = window;
14489
48.4k
    viewport->LastFrameActive = g.FrameCount;
14490
48.4k
    viewport->UpdateWorkRect();
14491
48.4k
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14492
14493
48.4k
    if (window != NULL)
14494
0
        window->ViewportOwned = true;
14495
14496
48.4k
    return viewport;
14497
48.4k
}
14498
14499
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14500
0
{
14501
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14502
0
    ImGuiContext& g = *GImGui;
14503
0
    for (ImGuiWindow* window : g.Windows)
14504
0
    {
14505
0
        if (window->Viewport != viewport)
14506
0
            continue;
14507
0
        window->Viewport = NULL;
14508
0
        window->ViewportOwned = false;
14509
0
    }
14510
0
    if (viewport == g.MouseLastHoveredViewport)
14511
0
        g.MouseLastHoveredViewport = NULL;
14512
14513
    // Destroy
14514
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14515
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14516
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14517
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14518
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14519
0
    IM_DELETE(viewport);
14520
0
}
14521
14522
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14523
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14524
144k
{
14525
144k
    ImGuiContext& g = *GImGui;
14526
144k
    ImGuiWindowFlags flags = window->Flags;
14527
144k
    window->ViewportAllowPlatformMonitorExtend = -1;
14528
14529
    // Restore main viewport if multi-viewport is not supported by the backend
14530
144k
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14531
144k
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14532
144k
    {
14533
144k
        SetWindowViewport(window, main_viewport);
14534
144k
        return;
14535
144k
    }
14536
0
    window->ViewportOwned = false;
14537
14538
    // Appearing popups reset their viewport so they can inherit again
14539
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14540
0
    {
14541
0
        window->Viewport = NULL;
14542
0
        window->ViewportId = 0;
14543
0
    }
14544
14545
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14546
0
    {
14547
        // By default inherit from parent window
14548
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14549
0
            window->Viewport = window->ParentWindow->Viewport;
14550
14551
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14552
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14553
0
        {
14554
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14555
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14556
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14557
0
        }
14558
0
    }
14559
14560
0
    bool lock_viewport = false;
14561
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14562
0
    {
14563
        // Code explicitly request a viewport
14564
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14565
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14566
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
14567
0
        {
14568
0
            window->Viewport->Window = window;
14569
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
14570
0
        }
14571
0
        lock_viewport = true;
14572
0
    }
14573
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14574
0
    {
14575
        // Always inherit viewport from parent window
14576
0
        if (window->DockNode && window->DockNode->HostWindow)
14577
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14578
0
        window->Viewport = window->ParentWindow->Viewport;
14579
0
    }
14580
0
    else if (window->DockNode && window->DockNode->HostWindow)
14581
0
    {
14582
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14583
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14584
0
    }
14585
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14586
0
    {
14587
0
        window->Viewport = g.MouseViewport;
14588
0
    }
14589
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14590
0
    {
14591
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14592
0
    }
14593
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14594
0
    {
14595
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14596
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14597
0
    }
14598
0
    else
14599
0
    {
14600
        // Merge into host viewport?
14601
        // We cannot test window->ViewportOwned as it set lower in the function.
14602
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14603
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14604
0
        if (try_to_merge_into_host_viewport)
14605
0
            UpdateTryMergeWindowIntoHostViewports(window);
14606
0
    }
14607
14608
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14609
0
    if (window->Viewport == NULL)
14610
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14611
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14612
14613
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14614
0
    if (!lock_viewport)
14615
0
    {
14616
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14617
0
        {
14618
            // We need to take account of the possibility that mouse may become invalid.
14619
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14620
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14621
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14622
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14623
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14624
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14625
0
            else
14626
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14627
0
        }
14628
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14629
0
        {
14630
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14631
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14632
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14633
0
            {
14634
                // Steal/transfer ownership
14635
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14636
0
                window->Viewport->Window = window;
14637
0
                window->Viewport->ID = window->ID;
14638
0
                window->Viewport->LastNameHash = 0;
14639
0
            }
14640
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14641
0
            {
14642
                // New viewport
14643
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14644
0
            }
14645
0
        }
14646
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14647
0
        {
14648
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14649
            // Child windows are kept contained within their parent.
14650
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14651
0
        }
14652
0
    }
14653
14654
    // Update flags
14655
0
    window->ViewportOwned = (window == window->Viewport->Window);
14656
0
    window->ViewportId = window->Viewport->ID;
14657
14658
    // If the OS window has a title bar, hide our imgui title bar
14659
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14660
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14661
0
}
14662
14663
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14664
0
{
14665
0
    ImGuiContext& g = *GImGui;
14666
14667
0
    bool viewport_rect_changed = false;
14668
14669
    // Synchronize window --> viewport in most situations
14670
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14671
0
    if (window->Viewport->PlatformRequestMove)
14672
0
    {
14673
0
        window->Pos = window->Viewport->Pos;
14674
0
        MarkIniSettingsDirty(window);
14675
0
    }
14676
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14677
0
    {
14678
0
        viewport_rect_changed = true;
14679
0
        window->Viewport->Pos = window->Pos;
14680
0
    }
14681
14682
0
    if (window->Viewport->PlatformRequestResize)
14683
0
    {
14684
0
        window->Size = window->SizeFull = window->Viewport->Size;
14685
0
        MarkIniSettingsDirty(window);
14686
0
    }
14687
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14688
0
    {
14689
0
        viewport_rect_changed = true;
14690
0
        window->Viewport->Size = window->Size;
14691
0
    }
14692
0
    window->Viewport->UpdateWorkRect();
14693
14694
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14695
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14696
0
    if (viewport_rect_changed)
14697
0
        UpdateViewportPlatformMonitor(window->Viewport);
14698
14699
    // Update common viewport flags
14700
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14701
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14702
0
    ImGuiWindowFlags window_flags = window->Flags;
14703
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14704
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14705
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14706
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14707
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14708
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14709
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14710
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14711
14712
    // Not correct to set modal as topmost because:
14713
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14714
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14715
    //if (flags & ImGuiWindowFlags_Modal)
14716
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14717
14718
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14719
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14720
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14721
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14722
0
    if (is_short_lived_floating_window && !is_modal)
14723
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14724
14725
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14726
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14727
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14728
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14729
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14730
14731
    // We can also tell the backend that clearing the platform window won't be necessary,
14732
    // as our window background is filling the viewport and we have disabled BgAlpha.
14733
    // FIXME: Work on support for per-viewport transparency (#2766)
14734
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14735
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14736
14737
0
    window->Viewport->Flags = viewport_flags;
14738
14739
    // Update parent viewport ID
14740
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14741
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14742
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14743
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14744
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14745
0
    else
14746
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14747
0
}
14748
14749
// Called by user at the end of the main loop, after EndFrame()
14750
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14751
void ImGui::UpdatePlatformWindows()
14752
0
{
14753
0
    ImGuiContext& g = *GImGui;
14754
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14755
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14756
0
    g.FrameCountPlatformEnded = g.FrameCount;
14757
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14758
0
        return;
14759
14760
    // Create/resize/destroy platform windows to match each active viewport.
14761
    // Skip the main viewport (index 0), which is always fully handled by the application!
14762
0
    for (int i = 1; i < g.Viewports.Size; i++)
14763
0
    {
14764
0
        ImGuiViewportP* viewport = g.Viewports[i];
14765
14766
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14767
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14768
0
        bool destroy_platform_window = false;
14769
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14770
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14771
0
        if (destroy_platform_window)
14772
0
        {
14773
0
            DestroyPlatformWindow(viewport);
14774
0
            continue;
14775
0
        }
14776
14777
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14778
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14779
0
            continue;
14780
14781
        // Create window
14782
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14783
0
        if (is_new_platform_window)
14784
0
        {
14785
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14786
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14787
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14788
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14789
0
            g.PlatformWindowsCreatedCount++;
14790
0
            viewport->LastNameHash = 0;
14791
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14792
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14793
0
            viewport->PlatformWindowCreated = true;
14794
0
        }
14795
14796
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14797
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14798
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14799
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14800
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14801
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14802
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14803
0
        viewport->LastPlatformPos = viewport->Pos;
14804
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14805
14806
        // Update title bar (if it changed)
14807
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14808
0
        {
14809
0
            const char* title_begin = window_for_title->Name;
14810
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
14811
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
14812
0
            if (viewport->LastNameHash != title_hash)
14813
0
            {
14814
0
                char title_end_backup_c = *title_end;
14815
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
14816
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
14817
0
                *title_end = title_end_backup_c;
14818
0
                viewport->LastNameHash = title_hash;
14819
0
            }
14820
0
        }
14821
14822
        // Update alpha (if it changed)
14823
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
14824
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
14825
0
        viewport->LastAlpha = viewport->Alpha;
14826
14827
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
14828
0
        if (g.PlatformIO.Platform_UpdateWindow)
14829
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
14830
14831
0
        if (is_new_platform_window)
14832
0
        {
14833
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
14834
0
            if (g.FrameCount < 3)
14835
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14836
14837
            // Show window
14838
0
            g.PlatformIO.Platform_ShowWindow(viewport);
14839
14840
            // Even without focus, we assume the window becomes front-most.
14841
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
14842
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14843
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14844
0
        }
14845
14846
        // Clear request flags
14847
0
        viewport->ClearRequestFlags();
14848
0
    }
14849
0
}
14850
14851
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
14852
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
14853
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
14854
//
14855
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14856
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14857
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14858
//            MyRenderFunction(platform_io.Viewports[i], my_args);
14859
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14860
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14861
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
14862
//
14863
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
14864
0
{
14865
    // Skip the main viewport (index 0), which is always fully handled by the application!
14866
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14867
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14868
0
    {
14869
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14870
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
14871
0
            continue;
14872
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
14873
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
14874
0
    }
14875
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14876
0
    {
14877
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14878
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
14879
0
            continue;
14880
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
14881
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
14882
0
    }
14883
0
}
14884
14885
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
14886
0
{
14887
0
    ImGuiContext& g = *GImGui;
14888
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
14889
0
    {
14890
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14891
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
14892
0
            return monitor_n;
14893
0
    }
14894
0
    return -1;
14895
0
}
14896
14897
// Search for the monitor with the largest intersection area with the given rectangle
14898
// We generally try to avoid searching loops but the monitor count should be very small here
14899
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
14900
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
14901
48.4k
{
14902
48.4k
    ImGuiContext& g = *GImGui;
14903
14904
48.4k
    const int monitor_count = g.PlatformIO.Monitors.Size;
14905
48.4k
    if (monitor_count <= 1)
14906
48.4k
        return monitor_count - 1;
14907
14908
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
14909
    // This is necessary for tooltips which always resize down to zero at first.
14910
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
14911
0
    int best_monitor_n = -1;
14912
0
    float best_monitor_surface = 0.001f;
14913
14914
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
14915
0
    {
14916
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14917
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
14918
0
        if (monitor_rect.Contains(rect))
14919
0
            return monitor_n;
14920
0
        ImRect overlapping_rect = rect;
14921
0
        overlapping_rect.ClipWithFull(monitor_rect);
14922
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
14923
0
        if (overlapping_surface < best_monitor_surface)
14924
0
            continue;
14925
0
        best_monitor_surface = overlapping_surface;
14926
0
        best_monitor_n = monitor_n;
14927
0
    }
14928
0
    return best_monitor_n;
14929
0
}
14930
14931
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
14932
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
14933
48.4k
{
14934
48.4k
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
14935
48.4k
}
14936
14937
// Return value is always != NULL, but don't hold on it across frames.
14938
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
14939
0
{
14940
0
    ImGuiContext& g = *GImGui;
14941
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
14942
0
    int monitor_idx = viewport->PlatformMonitor;
14943
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
14944
0
        return &g.PlatformIO.Monitors[monitor_idx];
14945
0
    return &g.FallbackMonitor;
14946
0
}
14947
14948
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
14949
0
{
14950
0
    ImGuiContext& g = *GImGui;
14951
0
    if (viewport->PlatformWindowCreated)
14952
0
    {
14953
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14954
0
        if (g.PlatformIO.Renderer_DestroyWindow)
14955
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
14956
0
        if (g.PlatformIO.Platform_DestroyWindow)
14957
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
14958
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
14959
14960
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
14961
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
14962
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
14963
0
            viewport->PlatformWindowCreated = false;
14964
0
    }
14965
0
    else
14966
0
    {
14967
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
14968
0
    }
14969
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
14970
0
    viewport->ClearRequestFlags();
14971
0
}
14972
14973
void ImGui::DestroyPlatformWindows()
14974
0
{
14975
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
14976
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
14977
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
14978
    // code to operator a consistent manner.
14979
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
14980
    // crashing if it doesn't have data stored.
14981
0
    ImGuiContext& g = *GImGui;
14982
0
    for (ImGuiViewportP* viewport : g.Viewports)
14983
0
        DestroyPlatformWindow(viewport);
14984
0
}
14985
14986
14987
//-----------------------------------------------------------------------------
14988
// [SECTION] DOCKING
14989
//-----------------------------------------------------------------------------
14990
// Docking: Internal Types
14991
// Docking: Forward Declarations
14992
// Docking: ImGuiDockContext
14993
// Docking: ImGuiDockContext Docking/Undocking functions
14994
// Docking: ImGuiDockNode
14995
// Docking: ImGuiDockNode Tree manipulation functions
14996
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
14997
// Docking: Builder Functions
14998
// Docking: Begin/End Support Functions (called from Begin/End)
14999
// Docking: Settings
15000
//-----------------------------------------------------------------------------
15001
15002
//-----------------------------------------------------------------------------
15003
// Typical Docking call flow: (root level is generally public API):
15004
//-----------------------------------------------------------------------------
15005
// - NewFrame()                               new dear imgui frame
15006
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
15007
//    | - DockContextProcessUndockWindow()    - process one window undocking request
15008
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
15009
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
15010
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
15011
//    | - DockContextProcessDock()            - process one docking request
15012
//    | - DockNodeUpdate()
15013
//    |   - DockNodeUpdateForRootNode()
15014
//    |     - DockNodeUpdateFlagsAndCollapse()
15015
//    |     - DockNodeFindInfo()
15016
//    |   - destroy unused node or tab bar
15017
//    |   - create dock node host window
15018
//    |      - Begin() etc.
15019
//    |   - DockNodeStartMouseMovingWindow()
15020
//    |   - DockNodeTreeUpdatePosSize()
15021
//    |   - DockNodeTreeUpdateSplitter()
15022
//    |   - draw node background
15023
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
15024
//    |     - DockNodeAddTabBar()
15025
//    |     - DockNodeUpdateWindowMenu()
15026
//    |     - DockNodeCalcTabBarLayout()
15027
//    |     - BeginTabBarEx()
15028
//    |     - TabItemEx() calls
15029
//    |     - EndTabBar()
15030
//    |   - BeginDockableDragDropTarget()
15031
//    |      - DockNodeUpdate()               - recurse into child nodes...
15032
//-----------------------------------------------------------------------------
15033
// - DockSpace()                              user submit a dockspace into a window
15034
//    | Begin(Child)                          - create a child window
15035
//    | DockNodeUpdate()                      - call main dock node update function
15036
//    | End(Child)
15037
//    | ItemSize()
15038
//-----------------------------------------------------------------------------
15039
// - Begin()
15040
//    | BeginDocked()
15041
//    | BeginDockableDragDropSource()
15042
//    | BeginDockableDragDropTarget()
15043
//    | - DockNodePreviewDockRender()
15044
//-----------------------------------------------------------------------------
15045
// - EndFrame()
15046
//    | DockContextEndFrame()
15047
//-----------------------------------------------------------------------------
15048
15049
//-----------------------------------------------------------------------------
15050
// Docking: Internal Types
15051
//-----------------------------------------------------------------------------
15052
// - ImGuiDockRequestType
15053
// - ImGuiDockRequest
15054
// - ImGuiDockPreviewData
15055
// - ImGuiDockNodeSettings
15056
// - ImGuiDockContext
15057
//-----------------------------------------------------------------------------
15058
15059
enum ImGuiDockRequestType
15060
{
15061
    ImGuiDockRequestType_None = 0,
15062
    ImGuiDockRequestType_Dock,
15063
    ImGuiDockRequestType_Undock,
15064
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
15065
};
15066
15067
struct ImGuiDockRequest
15068
{
15069
    ImGuiDockRequestType    Type;
15070
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
15071
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
15072
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
15073
    ImGuiDir                DockSplitDir;
15074
    float                   DockSplitRatio;
15075
    bool                    DockSplitOuter;
15076
    ImGuiWindow*            UndockTargetWindow;
15077
    ImGuiDockNode*          UndockTargetNode;
15078
15079
    ImGuiDockRequest()
15080
0
    {
15081
0
        Type = ImGuiDockRequestType_None;
15082
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
15083
0
        DockTargetNode = UndockTargetNode = NULL;
15084
0
        DockSplitDir = ImGuiDir_None;
15085
0
        DockSplitRatio = 0.5f;
15086
0
        DockSplitOuter = false;
15087
0
    }
15088
};
15089
15090
struct ImGuiDockPreviewData
15091
{
15092
    ImGuiDockNode   FutureNode;
15093
    bool            IsDropAllowed;
15094
    bool            IsCenterAvailable;
15095
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15096
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15097
    ImGuiDockNode*  SplitNode;
15098
    ImGuiDir        SplitDir;
15099
    float           SplitRatio;
15100
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15101
15102
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15103
};
15104
15105
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15106
struct ImGuiDockNodeSettings
15107
{
15108
    ImGuiID             ID;
15109
    ImGuiID             ParentNodeId;
15110
    ImGuiID             ParentWindowId;
15111
    ImGuiID             SelectedTabId;
15112
    signed char         SplitAxis;
15113
    char                Depth;
15114
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15115
    ImVec2ih            Pos;
15116
    ImVec2ih            Size;
15117
    ImVec2ih            SizeRef;
15118
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15119
};
15120
15121
//-----------------------------------------------------------------------------
15122
// Docking: Forward Declarations
15123
//-----------------------------------------------------------------------------
15124
15125
namespace ImGui
15126
{
15127
    // ImGuiDockContext
15128
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15129
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15130
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15131
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15132
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15133
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15134
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15135
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15136
15137
    // ImGuiDockNode
15138
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15139
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15140
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15141
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15142
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15143
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15144
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15145
    static void             DockNodeUpdate(ImGuiDockNode* node);
15146
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15147
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15148
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15149
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15150
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15151
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15152
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15153
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15154
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15155
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15156
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15157
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15158
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15159
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15160
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15161
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15162
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15163
15164
    // ImGuiDockNode tree manipulations
15165
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15166
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15167
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15168
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15169
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15170
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15171
15172
    // Settings
15173
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15174
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15175
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15176
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15177
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15178
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15179
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15180
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15181
}
15182
15183
//-----------------------------------------------------------------------------
15184
// Docking: ImGuiDockContext
15185
//-----------------------------------------------------------------------------
15186
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15187
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15188
// At boot time only, we run a simple GC to remove nodes that have no references.
15189
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15190
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15191
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15192
//-----------------------------------------------------------------------------
15193
// - DockContextInitialize()
15194
// - DockContextShutdown()
15195
// - DockContextClearNodes()
15196
// - DockContextRebuildNodes()
15197
// - DockContextNewFrameUpdateUndocking()
15198
// - DockContextNewFrameUpdateDocking()
15199
// - DockContextEndFrame()
15200
// - DockContextFindNodeByID()
15201
// - DockContextBindNodeToWindow()
15202
// - DockContextGenNodeID()
15203
// - DockContextAddNode()
15204
// - DockContextRemoveNode()
15205
// - ImGuiDockContextPruneNodeData
15206
// - DockContextPruneUnusedSettingsNodes()
15207
// - DockContextBuildNodesFromSettings()
15208
// - DockContextBuildAddWindowsToNodes()
15209
//-----------------------------------------------------------------------------
15210
15211
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15212
1
{
15213
1
    ImGuiContext& g = *ctx;
15214
15215
    // Add .ini handle for persistent docking data
15216
1
    ImGuiSettingsHandler ini_handler;
15217
1
    ini_handler.TypeName = "Docking";
15218
1
    ini_handler.TypeHash = ImHashStr("Docking");
15219
1
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15220
1
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15221
1
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15222
1
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15223
1
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15224
1
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15225
1
    g.SettingsHandlers.push_back(ini_handler);
15226
15227
1
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15228
1
}
15229
15230
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15231
0
{
15232
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15233
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15234
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15235
0
            IM_DELETE(node);
15236
0
}
15237
15238
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15239
0
{
15240
0
    IM_UNUSED(ctx);
15241
0
    IM_ASSERT(ctx == GImGui);
15242
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15243
0
    DockBuilderRemoveNodeChildNodes(root_id);
15244
0
}
15245
15246
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15247
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15248
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15249
0
{
15250
0
    ImGuiContext& g = *ctx;
15251
0
    ImGuiDockContext* dc = &ctx->DockContext;
15252
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15253
0
    SaveIniSettingsToMemory();
15254
0
    ImGuiID root_id = 0; // Rebuild all
15255
0
    DockContextClearNodes(ctx, root_id, false);
15256
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15257
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15258
0
}
15259
15260
// Docking context update function, called by NewFrame()
15261
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15262
48.4k
{
15263
48.4k
    ImGuiContext& g = *ctx;
15264
48.4k
    ImGuiDockContext* dc = &ctx->DockContext;
15265
48.4k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15266
0
    {
15267
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15268
0
            DockContextClearNodes(ctx, 0, true);
15269
0
        return;
15270
0
    }
15271
15272
    // Setting NoSplit at runtime merges all nodes
15273
48.4k
    if (g.IO.ConfigDockingNoSplit)
15274
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15275
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15276
0
                if (node->IsRootNode() && node->IsSplitNode())
15277
0
                {
15278
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15279
                    //dc->WantFullRebuild = true;
15280
0
                }
15281
15282
    // Process full rebuild
15283
#if 0
15284
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15285
        dc->WantFullRebuild = true;
15286
#endif
15287
48.4k
    if (dc->WantFullRebuild)
15288
0
    {
15289
0
        DockContextRebuildNodes(ctx);
15290
0
        dc->WantFullRebuild = false;
15291
0
    }
15292
15293
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15294
48.4k
    for (ImGuiDockRequest& req : dc->Requests)
15295
0
    {
15296
0
        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
15297
0
            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
15298
0
        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
15299
0
            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
15300
0
    }
15301
48.4k
}
15302
15303
// Docking context update function, called by NewFrame()
15304
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15305
48.4k
{
15306
48.4k
    ImGuiContext& g = *ctx;
15307
48.4k
    ImGuiDockContext* dc  = &ctx->DockContext;
15308
48.4k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15309
0
        return;
15310
15311
    // [DEBUG] Store hovered dock node.
15312
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15313
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15314
48.4k
    g.DebugHoveredDockNode = NULL;
15315
48.4k
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15316
689
    {
15317
689
        if (hovered_window->DockNodeAsHost)
15318
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15319
689
        else if (hovered_window->RootWindow->DockNode)
15320
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15321
689
    }
15322
15323
    // Process Docking requests
15324
48.4k
    for (ImGuiDockRequest& req : dc->Requests)
15325
0
        if (req.Type == ImGuiDockRequestType_Dock)
15326
0
            DockContextProcessDock(ctx, &req);
15327
48.4k
    dc->Requests.resize(0);
15328
15329
    // Create windows for each automatic docking nodes
15330
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15331
48.4k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15332
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15333
0
            if (node->IsFloatingNode())
15334
0
                DockNodeUpdate(node);
15335
48.4k
}
15336
15337
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15338
48.4k
{
15339
    // Draw backgrounds of node missing their window
15340
48.4k
    ImGuiContext& g = *ctx;
15341
48.4k
    ImGuiDockContext* dc = &g.DockContext;
15342
48.4k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15343
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15344
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15345
0
            {
15346
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15347
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
15348
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15349
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15350
0
            }
15351
48.4k
}
15352
15353
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15354
0
{
15355
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15356
0
}
15357
15358
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15359
0
{
15360
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15361
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15362
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15363
0
    ImGuiID id = 0x0001;
15364
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15365
0
        id++;
15366
0
    return id;
15367
0
}
15368
15369
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15370
0
{
15371
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15372
0
    ImGuiContext& g = *ctx;
15373
0
    if (id == 0)
15374
0
        id = DockContextGenNodeID(ctx);
15375
0
    else
15376
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15377
15378
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15379
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15380
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15381
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15382
0
    return node;
15383
0
}
15384
15385
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15386
0
{
15387
0
    ImGuiContext& g = *ctx;
15388
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15389
15390
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15391
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15392
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15393
0
    IM_ASSERT(node->Windows.Size == 0);
15394
15395
0
    if (node->HostWindow)
15396
0
        node->HostWindow->DockNodeAsHost = NULL;
15397
15398
0
    ImGuiDockNode* parent_node = node->ParentNode;
15399
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15400
0
    if (merge)
15401
0
    {
15402
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15403
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15404
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15405
0
    }
15406
0
    else
15407
0
    {
15408
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15409
0
            if (parent_node->ChildNodes[n] == node)
15410
0
                node->ParentNode->ChildNodes[n] = NULL;
15411
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15412
0
        IM_DELETE(node);
15413
0
    }
15414
0
}
15415
15416
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15417
0
{
15418
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15419
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15420
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15421
0
}
15422
15423
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15424
struct ImGuiDockContextPruneNodeData
15425
{
15426
    int         CountWindows, CountChildWindows, CountChildNodes;
15427
    ImGuiID     RootId;
15428
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15429
};
15430
15431
// Garbage collect unused nodes (run once at init time)
15432
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15433
0
{
15434
0
    ImGuiContext& g = *ctx;
15435
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15436
0
    IM_ASSERT(g.Windows.Size == 0);
15437
15438
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15439
0
    pool.Reserve(dc->NodesSettings.Size);
15440
15441
    // Count child nodes and compute RootID
15442
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15443
0
    {
15444
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15445
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15446
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15447
0
        if (settings->ParentNodeId)
15448
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15449
0
    }
15450
15451
    // Count reference to dock ids from dockspaces
15452
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15453
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15454
0
    {
15455
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15456
0
        if (settings->ParentWindowId != 0)
15457
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15458
0
                if (window_settings->DockId)
15459
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15460
0
                        data->CountChildNodes++;
15461
0
    }
15462
15463
    // Count reference to dock ids from window settings
15464
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15465
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15466
0
        if (ImGuiID dock_id = settings->DockId)
15467
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15468
0
            {
15469
0
                data->CountWindows++;
15470
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15471
0
                    data_root->CountChildWindows++;
15472
0
            }
15473
15474
    // Prune
15475
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15476
0
    {
15477
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15478
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15479
0
        if (data->CountWindows > 1)
15480
0
            continue;
15481
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15482
15483
0
        bool remove = false;
15484
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15485
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15486
0
        remove |= (data_root->CountChildWindows == 0);
15487
0
        if (remove)
15488
0
        {
15489
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15490
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15491
0
            settings->ID = 0;
15492
0
        }
15493
0
    }
15494
0
}
15495
15496
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15497
0
{
15498
    // Build nodes
15499
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15500
0
    {
15501
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15502
0
        if (settings->ID == 0)
15503
0
            continue;
15504
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15505
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15506
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15507
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15508
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15509
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15510
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15511
0
            node->ParentNode->ChildNodes[0] = node;
15512
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15513
0
            node->ParentNode->ChildNodes[1] = node;
15514
0
        node->SelectedTabId = settings->SelectedTabId;
15515
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15516
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15517
15518
        // Bind host window immediately if it already exist (in case of a rebuild)
15519
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15520
0
        char host_window_title[20];
15521
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15522
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15523
0
    }
15524
0
}
15525
15526
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15527
0
{
15528
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15529
0
    ImGuiContext& g = *ctx;
15530
0
    for (ImGuiWindow* window : g.Windows)
15531
0
    {
15532
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15533
0
            continue;
15534
0
        if (window->DockNode != NULL)
15535
0
            continue;
15536
15537
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15538
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15539
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15540
0
            DockNodeAddWindow(node, window, true);
15541
0
    }
15542
0
}
15543
15544
//-----------------------------------------------------------------------------
15545
// Docking: ImGuiDockContext Docking/Undocking functions
15546
//-----------------------------------------------------------------------------
15547
// - DockContextQueueDock()
15548
// - DockContextQueueUndockWindow()
15549
// - DockContextQueueUndockNode()
15550
// - DockContextQueueNotifyRemovedNode()
15551
// - DockContextProcessDock()
15552
// - DockContextProcessUndockWindow()
15553
// - DockContextProcessUndockNode()
15554
// - DockContextCalcDropPosForDocking()
15555
//-----------------------------------------------------------------------------
15556
15557
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15558
0
{
15559
0
    IM_ASSERT(target != payload);
15560
0
    ImGuiDockRequest req;
15561
0
    req.Type = ImGuiDockRequestType_Dock;
15562
0
    req.DockTargetWindow = target;
15563
0
    req.DockTargetNode = target_node;
15564
0
    req.DockPayload = payload;
15565
0
    req.DockSplitDir = split_dir;
15566
0
    req.DockSplitRatio = split_ratio;
15567
0
    req.DockSplitOuter = split_outer;
15568
0
    ctx->DockContext.Requests.push_back(req);
15569
0
}
15570
15571
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15572
0
{
15573
0
    ImGuiDockRequest req;
15574
0
    req.Type = ImGuiDockRequestType_Undock;
15575
0
    req.UndockTargetWindow = window;
15576
0
    ctx->DockContext.Requests.push_back(req);
15577
0
}
15578
15579
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15580
0
{
15581
0
    ImGuiDockRequest req;
15582
0
    req.Type = ImGuiDockRequestType_Undock;
15583
0
    req.UndockTargetNode = node;
15584
0
    ctx->DockContext.Requests.push_back(req);
15585
0
}
15586
15587
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15588
0
{
15589
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15590
0
    for (ImGuiDockRequest& req : dc->Requests)
15591
0
        if (req.DockTargetNode == node)
15592
0
            req.Type = ImGuiDockRequestType_None;
15593
0
}
15594
15595
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15596
0
{
15597
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15598
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15599
15600
0
    ImGuiContext& g = *ctx;
15601
0
    IM_UNUSED(g);
15602
15603
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15604
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15605
0
    ImGuiDockNode* node = req->DockTargetNode;
15606
0
    if (payload_window)
15607
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15608
0
    else
15609
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15610
15611
    // Decide which Tab will be selected at the end of the operation
15612
0
    ImGuiID next_selected_id = 0;
15613
0
    ImGuiDockNode* payload_node = NULL;
15614
0
    if (payload_window)
15615
0
    {
15616
0
        payload_node = payload_window->DockNodeAsHost;
15617
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15618
0
        if (payload_node && payload_node->IsLeafNode())
15619
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15620
0
        if (payload_node == NULL)
15621
0
            next_selected_id = payload_window->TabId;
15622
0
    }
15623
15624
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15625
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15626
0
    if (node)
15627
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15628
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15629
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15630
15631
    // Create new node and add existing window to it
15632
0
    if (node == NULL)
15633
0
    {
15634
0
        node = DockContextAddNode(ctx, 0);
15635
0
        node->Pos = target_window->Pos;
15636
0
        node->Size = target_window->Size;
15637
0
        if (target_window->DockNodeAsHost == NULL)
15638
0
        {
15639
0
            DockNodeAddWindow(node, target_window, true);
15640
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15641
0
            target_window->DockIsActive = true;
15642
0
        }
15643
0
    }
15644
15645
0
    ImGuiDir split_dir = req->DockSplitDir;
15646
0
    if (split_dir != ImGuiDir_None)
15647
0
    {
15648
        // Split into two, one side will be our payload node unless we are dropping a loose window
15649
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15650
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15651
0
        const float split_ratio = req->DockSplitRatio;
15652
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15653
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15654
0
        new_node->HostWindow = node->HostWindow;
15655
0
        node = new_node;
15656
0
    }
15657
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15658
15659
0
    if (node != payload_node)
15660
0
    {
15661
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15662
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15663
0
        {
15664
0
            DockNodeAddTabBar(node);
15665
0
            for (int n = 0; n < node->Windows.Size; n++)
15666
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15667
0
        }
15668
15669
0
        if (payload_node != NULL)
15670
0
        {
15671
            // Transfer full payload node (with 1+ child windows or child nodes)
15672
0
            if (payload_node->IsSplitNode())
15673
0
            {
15674
0
                if (node->Windows.Size > 0)
15675
0
                {
15676
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15677
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15678
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15679
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15680
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15681
0
                    if (visible_node->TabBar)
15682
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15683
0
                    DockNodeMoveWindows(node, visible_node);
15684
0
                    DockNodeMoveWindows(visible_node, node);
15685
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15686
0
                }
15687
0
                if (node->IsCentralNode())
15688
0
                {
15689
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15690
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15691
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15692
0
                    IM_ASSERT(last_focused_node != NULL);
15693
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15694
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15695
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15696
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15697
0
                    last_focused_root_node->CentralNode = last_focused_node;
15698
0
                }
15699
15700
0
                IM_ASSERT(node->Windows.Size == 0);
15701
0
                DockNodeMoveChildNodes(node, payload_node);
15702
0
            }
15703
0
            else
15704
0
            {
15705
0
                const ImGuiID payload_dock_id = payload_node->ID;
15706
0
                DockNodeMoveWindows(node, payload_node);
15707
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15708
0
            }
15709
0
            DockContextRemoveNode(ctx, payload_node, true);
15710
0
        }
15711
0
        else if (payload_window)
15712
0
        {
15713
            // Transfer single window
15714
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15715
0
            node->VisibleWindow = payload_window;
15716
0
            DockNodeAddWindow(node, payload_window, true);
15717
0
            if (payload_dock_id != 0)
15718
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15719
0
        }
15720
0
    }
15721
0
    else
15722
0
    {
15723
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15724
0
        node->WantHiddenTabBarUpdate = true;
15725
0
    }
15726
15727
    // Update selection immediately
15728
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15729
0
        tab_bar->NextSelectedTabId = next_selected_id;
15730
0
    MarkIniSettingsDirty();
15731
0
}
15732
15733
// Problem:
15734
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15735
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15736
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15737
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15738
// Solution:
15739
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15740
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15741
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15742
0
{
15743
0
    if (ref_viewport == NULL)
15744
0
        return size;
15745
15746
0
    ImGuiContext& g = *GImGui;
15747
0
    ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f);
15748
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15749
0
    {
15750
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15751
0
        max_size = ImFloor(monitor->WorkSize * 0.90f);
15752
0
    }
15753
0
    return ImMin(size, max_size);
15754
0
}
15755
15756
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15757
0
{
15758
0
    ImGuiContext& g = *ctx;
15759
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15760
0
    if (window->DockNode)
15761
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15762
0
    else
15763
0
        window->DockId = 0;
15764
0
    window->Collapsed = false;
15765
0
    window->DockIsActive = false;
15766
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15767
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15768
15769
0
    MarkIniSettingsDirty();
15770
0
}
15771
15772
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15773
0
{
15774
0
    ImGuiContext& g = *ctx;
15775
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15776
0
    IM_ASSERT(node->IsLeafNode());
15777
0
    IM_ASSERT(node->Windows.Size >= 1);
15778
15779
0
    if (node->IsRootNode() || node->IsCentralNode())
15780
0
    {
15781
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15782
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15783
0
        new_node->Pos = node->Pos;
15784
0
        new_node->Size = node->Size;
15785
0
        new_node->SizeRef = node->SizeRef;
15786
0
        DockNodeMoveWindows(new_node, node);
15787
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15788
0
        node = new_node;
15789
0
    }
15790
0
    else
15791
0
    {
15792
        // Otherwise extract our node and merge our sibling back into the parent node.
15793
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15794
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15795
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15796
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15797
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15798
0
        node->ParentNode = NULL;
15799
0
    }
15800
0
    for (ImGuiWindow* window : node->Windows)
15801
0
    {
15802
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15803
0
        if (window->ParentWindow)
15804
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15805
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15806
0
    }
15807
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15808
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15809
0
    node->WantMouseMove = true;
15810
0
    MarkIniSettingsDirty();
15811
0
}
15812
15813
// This is mostly used for automation.
15814
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
15815
0
{
15816
0
    if (target != NULL && target_node == NULL)
15817
0
        target_node = target->DockNode;
15818
15819
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
15820
    // (which would be functionally identical) we only show the outer one. Reflect this here.
15821
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
15822
0
        split_outer = true;
15823
0
    ImGuiDockPreviewData split_data;
15824
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
15825
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
15826
0
        return false;
15827
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
15828
0
    return true;
15829
0
}
15830
15831
//-----------------------------------------------------------------------------
15832
// Docking: ImGuiDockNode
15833
//-----------------------------------------------------------------------------
15834
// - DockNodeGetTabOrder()
15835
// - DockNodeAddWindow()
15836
// - DockNodeRemoveWindow()
15837
// - DockNodeMoveChildNodes()
15838
// - DockNodeMoveWindows()
15839
// - DockNodeApplyPosSizeToWindows()
15840
// - DockNodeHideHostWindow()
15841
// - ImGuiDockNodeFindInfoResults
15842
// - DockNodeFindInfo()
15843
// - DockNodeFindWindowByID()
15844
// - DockNodeUpdateFlagsAndCollapse()
15845
// - DockNodeUpdateHasCentralNodeFlag()
15846
// - DockNodeUpdateVisibleFlag()
15847
// - DockNodeStartMouseMovingWindow()
15848
// - DockNodeUpdate()
15849
// - DockNodeUpdateWindowMenu()
15850
// - DockNodeBeginAmendTabBar()
15851
// - DockNodeEndAmendTabBar()
15852
// - DockNodeUpdateTabBar()
15853
// - DockNodeAddTabBar()
15854
// - DockNodeRemoveTabBar()
15855
// - DockNodeIsDropAllowedOne()
15856
// - DockNodeIsDropAllowed()
15857
// - DockNodeCalcTabBarLayout()
15858
// - DockNodeCalcSplitRects()
15859
// - DockNodeCalcDropRectsAndTestMousePos()
15860
// - DockNodePreviewDockSetup()
15861
// - DockNodePreviewDockRender()
15862
//-----------------------------------------------------------------------------
15863
15864
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
15865
0
{
15866
0
    ID = id;
15867
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
15868
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
15869
0
    TabBar = NULL;
15870
0
    SplitAxis = ImGuiAxis_None;
15871
15872
0
    State = ImGuiDockNodeState_Unknown;
15873
0
    LastBgColor = IM_COL32_WHITE;
15874
0
    HostWindow = VisibleWindow = NULL;
15875
0
    CentralNode = OnlyNodeWithWindows = NULL;
15876
0
    CountNodeWithWindows = 0;
15877
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
15878
0
    LastFocusedNodeId = 0;
15879
0
    SelectedTabId = 0;
15880
0
    WantCloseTabId = 0;
15881
0
    RefViewportId = 0;
15882
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
15883
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
15884
0
    IsVisible = true;
15885
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
15886
0
    IsBgDrawnThisFrame = false;
15887
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
15888
0
}
15889
15890
ImGuiDockNode::~ImGuiDockNode()
15891
0
{
15892
0
    IM_DELETE(TabBar);
15893
0
    TabBar = NULL;
15894
0
    ChildNodes[0] = ChildNodes[1] = NULL;
15895
0
}
15896
15897
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
15898
0
{
15899
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
15900
0
    if (tab_bar == NULL)
15901
0
        return -1;
15902
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
15903
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
15904
0
}
15905
15906
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
15907
0
{
15908
0
    window->Hidden = true;
15909
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
15910
0
}
15911
15912
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
15913
0
{
15914
0
    ImGuiContext& g = *GImGui; (void)g;
15915
0
    if (window->DockNode)
15916
0
    {
15917
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
15918
0
        IM_ASSERT(window->DockNode->ID != node->ID);
15919
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
15920
0
    }
15921
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
15922
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15923
15924
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
15925
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
15926
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
15927
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
15928
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
15929
15930
0
    node->Windows.push_back(window);
15931
0
    node->WantHiddenTabBarUpdate = true;
15932
0
    window->DockNode = node;
15933
0
    window->DockId = node->ID;
15934
0
    window->DockIsActive = (node->Windows.Size > 1);
15935
0
    window->DockTabWantClose = false;
15936
15937
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
15938
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
15939
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
15940
0
    {
15941
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
15942
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
15943
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
15944
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
15945
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
15946
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
15947
0
    }
15948
15949
    // Add to tab bar if requested
15950
0
    if (add_to_tab_bar)
15951
0
    {
15952
0
        if (node->TabBar == NULL)
15953
0
        {
15954
0
            DockNodeAddTabBar(node);
15955
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
15956
15957
            // Add existing windows
15958
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
15959
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15960
0
        }
15961
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
15962
0
    }
15963
15964
0
    DockNodeUpdateVisibleFlag(node);
15965
15966
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
15967
0
    if (node->HostWindow)
15968
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
15969
0
}
15970
15971
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
15972
0
{
15973
0
    ImGuiContext& g = *GImGui;
15974
0
    IM_ASSERT(window->DockNode == node);
15975
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
15976
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
15977
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
15978
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15979
15980
0
    window->DockNode = NULL;
15981
0
    window->DockIsActive = window->DockTabWantClose = false;
15982
0
    window->DockId = save_dock_id;
15983
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15984
0
    if (window->ParentWindow)
15985
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
15986
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
15987
15988
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
15989
0
    {
15990
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
15991
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
15992
0
        window->Viewport = NULL;
15993
0
        window->ViewportId = 0;
15994
0
        window->ViewportOwned = false;
15995
0
        window->Hidden = true;
15996
0
    }
15997
15998
    // Remove window
15999
0
    bool erased = false;
16000
0
    for (int n = 0; n < node->Windows.Size; n++)
16001
0
        if (node->Windows[n] == window)
16002
0
        {
16003
0
            node->Windows.erase(node->Windows.Data + n);
16004
0
            erased = true;
16005
0
            break;
16006
0
        }
16007
0
    if (!erased)
16008
0
        IM_ASSERT(erased);
16009
0
    if (node->VisibleWindow == window)
16010
0
        node->VisibleWindow = NULL;
16011
16012
    // Remove tab and possibly tab bar
16013
0
    node->WantHiddenTabBarUpdate = true;
16014
0
    if (node->TabBar)
16015
0
    {
16016
0
        TabBarRemoveTab(node->TabBar, window->TabId);
16017
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
16018
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
16019
0
            DockNodeRemoveTabBar(node);
16020
0
    }
16021
16022
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
16023
0
    {
16024
        // Automatic dock node delete themselves if they are not holding at least one tab
16025
0
        DockContextRemoveNode(&g, node, true);
16026
0
        return;
16027
0
    }
16028
16029
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
16030
0
    {
16031
0
        ImGuiWindow* remaining_window = node->Windows[0];
16032
        // Note: we used to transport viewport ownership here.
16033
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
16034
0
    }
16035
16036
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
16037
0
    DockNodeUpdateVisibleFlag(node);
16038
0
}
16039
16040
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16041
0
{
16042
0
    IM_ASSERT(dst_node->Windows.Size == 0);
16043
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
16044
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
16045
0
    if (dst_node->ChildNodes[0])
16046
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
16047
0
    if (dst_node->ChildNodes[1])
16048
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
16049
0
    dst_node->SplitAxis = src_node->SplitAxis;
16050
0
    dst_node->SizeRef = src_node->SizeRef;
16051
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
16052
0
}
16053
16054
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16055
0
{
16056
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
16057
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
16058
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
16059
0
    if (src_tab_bar != NULL)
16060
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
16061
16062
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
16063
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
16064
0
    if (move_tab_bar)
16065
0
    {
16066
0
        dst_node->TabBar = src_node->TabBar;
16067
0
        src_node->TabBar = NULL;
16068
0
    }
16069
16070
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
16071
0
    for (ImGuiWindow* window : src_node->Windows)
16072
0
    {
16073
0
        window->DockNode = NULL;
16074
0
        window->DockIsActive = false;
16075
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
16076
0
    }
16077
0
    src_node->Windows.clear();
16078
16079
0
    if (!move_tab_bar && src_node->TabBar)
16080
0
    {
16081
0
        if (dst_node->TabBar)
16082
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
16083
0
        DockNodeRemoveTabBar(src_node);
16084
0
    }
16085
0
}
16086
16087
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
16088
0
{
16089
0
    for (ImGuiWindow* window : node->Windows)
16090
0
    {
16091
0
        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16092
0
        SetWindowSize(window, node->Size, ImGuiCond_Always);
16093
0
    }
16094
0
}
16095
16096
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16097
0
{
16098
0
    if (node->HostWindow)
16099
0
    {
16100
0
        if (node->HostWindow->DockNodeAsHost == node)
16101
0
            node->HostWindow->DockNodeAsHost = NULL;
16102
0
        node->HostWindow = NULL;
16103
0
    }
16104
16105
0
    if (node->Windows.Size == 1)
16106
0
    {
16107
0
        node->VisibleWindow = node->Windows[0];
16108
0
        node->Windows[0]->DockIsActive = false;
16109
0
    }
16110
16111
0
    if (node->TabBar)
16112
0
        DockNodeRemoveTabBar(node);
16113
0
}
16114
16115
// Search function called once by root node in DockNodeUpdate()
16116
struct ImGuiDockNodeTreeInfo
16117
{
16118
    ImGuiDockNode*      CentralNode;
16119
    ImGuiDockNode*      FirstNodeWithWindows;
16120
    int                 CountNodesWithWindows;
16121
    //ImGuiWindowClass  WindowClassForMerges;
16122
16123
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16124
};
16125
16126
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16127
0
{
16128
0
    if (node->Windows.Size > 0)
16129
0
    {
16130
0
        if (info->FirstNodeWithWindows == NULL)
16131
0
            info->FirstNodeWithWindows = node;
16132
0
        info->CountNodesWithWindows++;
16133
0
    }
16134
0
    if (node->IsCentralNode())
16135
0
    {
16136
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16137
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16138
0
        info->CentralNode = node;
16139
0
    }
16140
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16141
0
        return;
16142
0
    if (node->ChildNodes[0])
16143
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16144
0
    if (node->ChildNodes[1])
16145
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16146
0
}
16147
16148
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16149
0
{
16150
0
    IM_ASSERT(id != 0);
16151
0
    for (ImGuiWindow* window : node->Windows)
16152
0
        if (window->ID == id)
16153
0
            return window;
16154
0
    return NULL;
16155
0
}
16156
16157
// - Remove inactive windows/nodes.
16158
// - Update visibility flag.
16159
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16160
0
{
16161
0
    ImGuiContext& g = *GImGui;
16162
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16163
16164
    // Inherit most flags
16165
0
    if (node->ParentNode)
16166
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16167
16168
    // Recurse into children
16169
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16170
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16171
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16172
0
    node->HasCentralNodeChild = false;
16173
0
    if (node->ChildNodes[0])
16174
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16175
0
    if (node->ChildNodes[1])
16176
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16177
16178
    // Remove inactive windows, collapse nodes
16179
    // Merge node flags overrides stored in windows
16180
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16181
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16182
0
    {
16183
0
        ImGuiWindow* window = node->Windows[window_n];
16184
0
        IM_ASSERT(window->DockNode == node);
16185
16186
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16187
0
        bool remove = false;
16188
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16189
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16190
0
        remove |= (window->DockTabWantClose);
16191
0
        if (remove)
16192
0
        {
16193
0
            window->DockTabWantClose = false;
16194
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16195
0
            {
16196
0
                DockNodeHideHostWindow(node);
16197
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16198
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16199
0
                return;
16200
0
            }
16201
0
            DockNodeRemoveWindow(node, window, node->ID);
16202
0
            window_n--;
16203
0
            continue;
16204
0
        }
16205
16206
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16207
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16208
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16209
0
    }
16210
0
    node->UpdateMergedFlags();
16211
16212
    // Auto-hide tab bar option
16213
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16214
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16215
0
        node->WantHiddenTabBarToggle = true;
16216
0
    node->WantHiddenTabBarUpdate = false;
16217
16218
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16219
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16220
0
        node->WantHiddenTabBarToggle = false;
16221
16222
    // Apply toggles at a single point of the frame (here!)
16223
0
    if (node->Windows.Size > 1)
16224
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16225
0
    else if (node->WantHiddenTabBarToggle)
16226
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16227
0
    node->WantHiddenTabBarToggle = false;
16228
16229
0
    DockNodeUpdateVisibleFlag(node);
16230
0
}
16231
16232
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16233
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16234
0
{
16235
0
    node->HasCentralNodeChild = false;
16236
0
    if (node->ChildNodes[0])
16237
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16238
0
    if (node->ChildNodes[1])
16239
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16240
0
    if (node->IsRootNode())
16241
0
    {
16242
0
        ImGuiDockNode* mark_node = node->CentralNode;
16243
0
        while (mark_node)
16244
0
        {
16245
0
            mark_node->HasCentralNodeChild = true;
16246
0
            mark_node = mark_node->ParentNode;
16247
0
        }
16248
0
    }
16249
0
}
16250
16251
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16252
0
{
16253
    // Update visibility flag
16254
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16255
0
    is_visible |= (node->Windows.Size > 0);
16256
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16257
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16258
0
    node->IsVisible = is_visible;
16259
0
}
16260
16261
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16262
0
{
16263
0
    ImGuiContext& g = *GImGui;
16264
0
    IM_ASSERT(node->WantMouseMove == true);
16265
0
    StartMouseMovingWindow(window);
16266
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16267
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16268
0
    node->WantMouseMove = false;
16269
0
}
16270
16271
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16272
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16273
0
{
16274
0
    DockNodeUpdateFlagsAndCollapse(node);
16275
16276
    // - Setup central node pointers
16277
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16278
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16279
0
    ImGuiDockNodeTreeInfo info;
16280
0
    DockNodeFindInfo(node, &info);
16281
0
    node->CentralNode = info.CentralNode;
16282
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16283
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16284
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16285
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16286
16287
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16288
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16289
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16290
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16291
0
    {
16292
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16293
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16294
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16295
0
            {
16296
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16297
0
                break;
16298
0
            }
16299
0
    }
16300
16301
0
    ImGuiDockNode* mark_node = node->CentralNode;
16302
0
    while (mark_node)
16303
0
    {
16304
0
        mark_node->HasCentralNodeChild = true;
16305
0
        mark_node = mark_node->ParentNode;
16306
0
    }
16307
0
}
16308
16309
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16310
0
{
16311
    // Remove ourselves from any previous different host window
16312
    // This can happen if a user mistakenly does (see #4295 for details):
16313
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16314
    //  - N+1: NewFrame()                   // will create floating host window for that node
16315
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16316
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16317
0
        node->HostWindow->DockNodeAsHost = NULL;
16318
16319
0
    host_window->DockNodeAsHost = node;
16320
0
    node->HostWindow = host_window;
16321
0
}
16322
16323
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16324
0
{
16325
0
    ImGuiContext& g = *GImGui;
16326
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16327
0
    node->LastFrameAlive = g.FrameCount;
16328
0
    node->IsBgDrawnThisFrame = false;
16329
16330
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16331
0
    if (node->IsRootNode())
16332
0
        DockNodeUpdateForRootNode(node);
16333
16334
    // Remove tab bar if not needed
16335
0
    if (node->TabBar && node->IsNoTabBar())
16336
0
        DockNodeRemoveTabBar(node);
16337
16338
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16339
0
    bool want_to_hide_host_window = false;
16340
0
    if (node->IsFloatingNode())
16341
0
    {
16342
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16343
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16344
0
                want_to_hide_host_window = true;
16345
0
        if (node->CountNodeWithWindows == 0)
16346
0
            want_to_hide_host_window = true;
16347
0
    }
16348
0
    if (want_to_hide_host_window)
16349
0
    {
16350
0
        if (node->Windows.Size == 1)
16351
0
        {
16352
            // Floating window pos/size is authoritative
16353
0
            ImGuiWindow* single_window = node->Windows[0];
16354
0
            node->Pos = single_window->Pos;
16355
0
            node->Size = single_window->SizeFull;
16356
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16357
16358
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16359
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16360
0
                FocusWindow(single_window);
16361
0
            if (node->HostWindow)
16362
0
            {
16363
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16364
0
                single_window->Viewport = node->HostWindow->Viewport;
16365
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16366
0
                if (node->HostWindow->ViewportOwned)
16367
0
                {
16368
0
                    single_window->Viewport->ID = single_window->ID;
16369
0
                    single_window->Viewport->Window = single_window;
16370
0
                    single_window->ViewportOwned = true;
16371
0
                }
16372
0
            }
16373
0
            node->RefViewportId = single_window->ViewportId;
16374
0
        }
16375
16376
0
        DockNodeHideHostWindow(node);
16377
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16378
0
        node->WantCloseAll = false;
16379
0
        node->WantCloseTabId = 0;
16380
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16381
0
        node->LastFrameActive = g.FrameCount;
16382
16383
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16384
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16385
0
        return;
16386
0
    }
16387
16388
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16389
    // while the expected visible window is resizing itself.
16390
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16391
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16392
    //   N+0: Begin(): window created (with no known size), node is created
16393
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16394
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16395
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16396
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16397
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16398
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16399
0
    {
16400
0
        IM_ASSERT(node->Windows.Size > 0);
16401
0
        ImGuiWindow* ref_window = NULL;
16402
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16403
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16404
0
        if (ref_window == NULL)
16405
0
            ref_window = node->Windows[0];
16406
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16407
0
        {
16408
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16409
0
            return;
16410
0
        }
16411
0
    }
16412
16413
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16414
16415
    // Decide if the node will have a close button and a window menu button
16416
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16417
0
    node->HasCloseButton = false;
16418
0
    for (ImGuiWindow* window : node->Windows)
16419
0
    {
16420
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16421
0
        node->HasCloseButton |= window->HasCloseButton;
16422
0
        window->DockIsActive = (node->Windows.Size > 1);
16423
0
    }
16424
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16425
0
        node->HasCloseButton = false;
16426
16427
    // Bind or create host window
16428
0
    ImGuiWindow* host_window = NULL;
16429
0
    bool beginned_into_host_window = false;
16430
0
    if (node->IsDockSpace())
16431
0
    {
16432
        // [Explicit root dockspace node]
16433
0
        IM_ASSERT(node->HostWindow);
16434
0
        host_window = node->HostWindow;
16435
0
    }
16436
0
    else
16437
0
    {
16438
        // [Automatic root or child nodes]
16439
0
        if (node->IsRootNode() && node->IsVisible)
16440
0
        {
16441
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16442
16443
            // Sync Pos
16444
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16445
0
                SetNextWindowPos(ref_window->Pos);
16446
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16447
0
                SetNextWindowPos(node->Pos);
16448
16449
            // Sync Size
16450
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16451
0
                SetNextWindowSize(ref_window->SizeFull);
16452
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16453
0
                SetNextWindowSize(node->Size);
16454
16455
            // Sync Collapsed
16456
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16457
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16458
16459
            // Sync Viewport
16460
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16461
0
                SetNextWindowViewport(ref_window->ViewportId);
16462
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16463
0
                SetNextWindowViewport(node->RefViewportId);
16464
16465
0
            SetNextWindowClass(&node->WindowClass);
16466
16467
            // Begin into the host window
16468
0
            char window_label[20];
16469
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16470
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16471
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16472
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16473
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16474
16475
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16476
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16477
0
            Begin(window_label, NULL, window_flags);
16478
0
            PopStyleVar();
16479
0
            beginned_into_host_window = true;
16480
16481
0
            host_window = g.CurrentWindow;
16482
0
            DockNodeSetupHostWindow(node, host_window);
16483
0
            host_window->DC.CursorPos = host_window->Pos;
16484
0
            node->Pos = host_window->Pos;
16485
0
            node->Size = host_window->Size;
16486
16487
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16488
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16489
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16490
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16491
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16492
            // after the dock host window, losing their top-most status.
16493
0
            if (node->HostWindow->Appearing)
16494
0
                BringWindowToDisplayFront(node->HostWindow);
16495
16496
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16497
0
        }
16498
0
        else if (node->ParentNode)
16499
0
        {
16500
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16501
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16502
0
        }
16503
0
        if (node->WantMouseMove && node->HostWindow)
16504
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16505
0
    }
16506
0
    node->RefViewportId = 0; // Clear when we have a host window
16507
16508
    // Update focused node (the one whose title bar is highlight) within a node tree
16509
0
    if (node->IsSplitNode())
16510
0
        IM_ASSERT(node->TabBar == NULL);
16511
0
    if (node->IsRootNode())
16512
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16513
0
            while (p_window != NULL && p_window->DockNode != NULL)
16514
0
            {
16515
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16516
0
                if (p_node == node)
16517
0
                {
16518
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16519
0
                    break;
16520
0
                }
16521
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16522
0
            }
16523
16524
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16525
0
    ImGuiDockNode* central_node = node->CentralNode;
16526
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16527
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16528
0
    if (central_node_hole)
16529
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16530
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16531
0
                central_node_hole_register_hit_test_hole = false;
16532
0
    if (central_node_hole_register_hit_test_hole)
16533
0
    {
16534
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16535
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16536
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16537
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16538
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16539
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16540
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16541
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16542
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16543
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16544
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16545
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16546
0
        if (central_node_hole && !hole_rect.IsInverted())
16547
0
        {
16548
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16549
0
            if (host_window->ParentWindow)
16550
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16551
0
        }
16552
0
    }
16553
16554
    // Update position/size, process and draw resizing splitters
16555
0
    if (node->IsRootNode() && host_window)
16556
0
    {
16557
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16558
0
        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
16559
0
        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
16560
0
        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
16561
0
        DockNodeTreeUpdateSplitter(node);
16562
0
        PopStyleColor(3);
16563
0
    }
16564
16565
    // Draw empty node background (currently can only be the Central Node)
16566
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16567
0
    {
16568
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16569
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16570
0
        if (node->LastBgColor != 0)
16571
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16572
0
        node->IsBgDrawnThisFrame = true;
16573
0
    }
16574
16575
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16576
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16577
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16578
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16579
0
    if (render_dockspace_bg && node->IsVisible)
16580
0
    {
16581
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16582
0
        if (central_node_hole)
16583
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16584
0
        else
16585
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16586
0
    }
16587
16588
    // Draw and populate Tab Bar
16589
0
    if (host_window)
16590
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16591
0
    if (host_window && node->Windows.Size > 0)
16592
0
    {
16593
0
        DockNodeUpdateTabBar(node, host_window);
16594
0
    }
16595
0
    else
16596
0
    {
16597
0
        node->WantCloseAll = false;
16598
0
        node->WantCloseTabId = 0;
16599
0
        node->IsFocused = false;
16600
0
    }
16601
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16602
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16603
0
    else if (node->Windows.Size > 0)
16604
0
        node->SelectedTabId = node->Windows[0]->TabId;
16605
16606
    // Draw payload drop target
16607
0
    if (host_window && node->IsVisible)
16608
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16609
0
            BeginDockableDragDropTarget(host_window);
16610
16611
    // We update this after DockNodeUpdateTabBar()
16612
0
    node->LastFrameActive = g.FrameCount;
16613
16614
    // Recurse into children
16615
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16616
0
    if (host_window)
16617
0
    {
16618
0
        if (node->ChildNodes[0])
16619
0
            DockNodeUpdate(node->ChildNodes[0]);
16620
0
        if (node->ChildNodes[1])
16621
0
            DockNodeUpdate(node->ChildNodes[1]);
16622
16623
        // Render outer borders last (after the tab bar)
16624
0
        if (node->IsRootNode())
16625
0
            RenderWindowOuterBorders(host_window);
16626
0
    }
16627
16628
    // End host window
16629
0
    if (beginned_into_host_window) //-V1020
16630
0
        End();
16631
0
}
16632
16633
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16634
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16635
0
{
16636
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16637
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16638
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16639
0
        return d;
16640
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16641
0
}
16642
16643
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16644
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16645
// Custom overrides may want to decorate, group, sort entries.
16646
// Please note those are internal structures: if you copy this expect occasional breakage.
16647
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16648
0
{
16649
0
    IM_UNUSED(ctx);
16650
0
    if (tab_bar->Tabs.Size == 1)
16651
0
    {
16652
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16653
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16654
0
            node->WantHiddenTabBarToggle = true;
16655
0
    }
16656
0
    else
16657
0
    {
16658
        // Display a selectable list of windows in this docking node
16659
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16660
0
        {
16661
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16662
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16663
0
                continue;
16664
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16665
0
                TabBarQueueFocus(tab_bar, tab);
16666
0
            SameLine();
16667
0
            Text("   ");
16668
0
        }
16669
0
    }
16670
0
}
16671
16672
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16673
0
{
16674
    // Try to position the menu so it is more likely to stays within the same viewport
16675
0
    ImGuiContext& g = *GImGui;
16676
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16677
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16678
0
    else
16679
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16680
0
    if (BeginPopup("#WindowMenu"))
16681
0
    {
16682
0
        node->IsFocused = true;
16683
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16684
0
        EndPopup();
16685
0
    }
16686
0
}
16687
16688
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16689
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16690
0
{
16691
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16692
0
        return false;
16693
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16694
0
        return false;
16695
0
    Begin(node->HostWindow->Name);
16696
0
    PushOverrideID(node->ID);
16697
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
16698
0
    IM_UNUSED(ret);
16699
0
    IM_ASSERT(ret);
16700
0
    return true;
16701
0
}
16702
16703
void ImGui::DockNodeEndAmendTabBar()
16704
0
{
16705
0
    EndTabBar();
16706
0
    PopID();
16707
0
    End();
16708
0
}
16709
16710
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16711
0
{
16712
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16713
0
    ImGuiContext& g = *GImGui;
16714
0
    if (g.NavWindowingTarget)
16715
0
        return (g.NavWindowingTarget->DockNode == node);
16716
16717
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16718
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16719
0
    {
16720
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16721
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16722
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16723
0
            parent_window = parent_window->ParentWindow->RootWindow;
16724
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16725
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16726
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16727
0
                return true;
16728
0
    }
16729
0
    return false;
16730
0
}
16731
16732
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16733
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16734
0
{
16735
0
    ImGuiContext& g = *GImGui;
16736
0
    ImGuiStyle& style = g.Style;
16737
16738
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16739
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16740
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16741
0
    node->WantCloseAll = false;
16742
0
    node->WantCloseTabId = 0;
16743
16744
    // Decide if we should use a focused title bar color
16745
0
    bool is_focused = false;
16746
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16747
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16748
0
        is_focused = true;
16749
16750
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16751
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16752
0
    {
16753
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16754
0
        node->IsFocused = is_focused;
16755
0
        if (is_focused)
16756
0
            node->LastFrameFocused = g.FrameCount;
16757
0
        if (node->VisibleWindow)
16758
0
        {
16759
            // Notify root of visible window (used to display title in OS task bar)
16760
0
            if (is_focused || root_node->VisibleWindow == NULL)
16761
0
                root_node->VisibleWindow = node->VisibleWindow;
16762
0
            if (node->TabBar)
16763
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16764
0
        }
16765
0
        return;
16766
0
    }
16767
16768
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16769
0
    bool backup_skip_item = host_window->SkipItems;
16770
0
    if (!node->IsDockSpace())
16771
0
    {
16772
0
        host_window->SkipItems = false;
16773
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16774
0
    }
16775
16776
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16777
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16778
    // as docked windows themselves will override the stack with their own root ID.
16779
0
    PushOverrideID(node->ID);
16780
0
    ImGuiTabBar* tab_bar = node->TabBar;
16781
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16782
0
    if (tab_bar == NULL)
16783
0
    {
16784
0
        DockNodeAddTabBar(node);
16785
0
        tab_bar = node->TabBar;
16786
0
    }
16787
16788
0
    ImGuiID focus_tab_id = 0;
16789
0
    node->IsFocused = is_focused;
16790
16791
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16792
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16793
16794
    // In a dock node, the Collapse Button turns into the Window Menu button.
16795
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16796
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16797
0
    {
16798
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
16799
0
        DockNodeWindowMenuUpdate(node, tab_bar);
16800
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
16801
0
            focus_tab_id = tab_bar->NextSelectedTabId;
16802
0
        is_focused |= node->IsFocused;
16803
0
    }
16804
16805
    // Layout
16806
0
    ImRect title_bar_rect, tab_bar_rect;
16807
0
    ImVec2 window_menu_button_pos;
16808
0
    ImVec2 close_button_pos;
16809
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
16810
16811
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
16812
0
    const int tabs_count_old = tab_bar->Tabs.Size;
16813
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16814
0
    {
16815
0
        ImGuiWindow* window = node->Windows[window_n];
16816
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
16817
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
16818
0
    }
16819
16820
    // Title bar
16821
0
    if (is_focused)
16822
0
        node->LastFrameFocused = g.FrameCount;
16823
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
16824
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
16825
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
16826
16827
    // Docking/Collapse button
16828
0
    if (has_window_menu_button)
16829
0
    {
16830
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
16831
0
            OpenPopup("#WindowMenu");
16832
0
        if (IsItemActive())
16833
0
            focus_tab_id = tab_bar->SelectedTabId;
16834
0
    }
16835
16836
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
16837
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
16838
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
16839
0
    {
16840
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
16841
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
16842
0
        tabs_unsorted_start = tab_n;
16843
0
    }
16844
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
16845
0
    {
16846
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
16847
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
16848
0
        {
16849
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16850
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
16851
0
        }
16852
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
16853
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
16854
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
16855
0
    }
16856
16857
    // Apply NavWindow focus back to the tab bar
16858
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
16859
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
16860
16861
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
16862
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
16863
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
16864
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
16865
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
16866
16867
    // Begin tab bar
16868
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
16869
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
16870
0
    if (!host_window->Collapsed && is_focused)
16871
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
16872
0
    tab_bar->ID = GetID("#TabBar");
16873
0
    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
16874
0
    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
16875
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
16876
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
16877
16878
    // Backup style colors
16879
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
16880
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16881
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
16882
16883
    // Submit actual tabs
16884
0
    node->VisibleWindow = NULL;
16885
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16886
0
    {
16887
0
        ImGuiWindow* window = node->Windows[window_n];
16888
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
16889
0
            continue;
16890
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
16891
0
        {
16892
0
            ImGuiTabItemFlags tab_item_flags = 0;
16893
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
16894
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
16895
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
16896
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
16897
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
16898
16899
            // Apply stored style overrides for the window
16900
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16901
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
16902
16903
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
16904
0
            bool tab_open = true;
16905
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
16906
0
            if (!tab_open)
16907
0
                node->WantCloseTabId = window->TabId;
16908
0
            if (tab_bar->VisibleTabId == window->TabId)
16909
0
                node->VisibleWindow = window;
16910
16911
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
16912
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
16913
0
            window->DockTabItemRect = g.LastItemData.Rect;
16914
16915
            // Update navigation ID on menu layer
16916
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
16917
0
                host_window->NavLastIds[1] = window->TabId;
16918
0
        }
16919
0
    }
16920
16921
    // Restore style colors
16922
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16923
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
16924
16925
    // Notify root of visible window (used to display title in OS task bar)
16926
0
    if (node->VisibleWindow)
16927
0
        if (is_focused || root_node->VisibleWindow == NULL)
16928
0
            root_node->VisibleWindow = node->VisibleWindow;
16929
16930
    // Close button (after VisibleWindow was updated)
16931
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
16932
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
16933
0
    const bool close_button_is_visible = node->HasCloseButton;
16934
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
16935
0
    if (close_button_is_visible)
16936
0
    {
16937
0
        if (!close_button_is_enabled)
16938
0
        {
16939
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
16940
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
16941
0
        }
16942
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
16943
0
        {
16944
0
            node->WantCloseAll = true;
16945
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
16946
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
16947
0
        }
16948
        //if (IsItemActive())
16949
        //    focus_tab_id = tab_bar->SelectedTabId;
16950
0
        if (!close_button_is_enabled)
16951
0
        {
16952
0
            PopStyleColor();
16953
0
            PopItemFlag();
16954
0
        }
16955
0
    }
16956
16957
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
16958
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
16959
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
16960
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
16961
0
    {
16962
        // AllowItem mode required for appending into dock node tab bar,
16963
        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
16964
0
        bool held;
16965
0
        KeepAliveID(title_bar_id);
16966
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
16967
0
        if (g.HoveredId == title_bar_id)
16968
0
        {
16969
0
            g.LastItemData.ID = title_bar_id;
16970
0
        }
16971
0
        if (held)
16972
0
        {
16973
0
            if (IsMouseClicked(0))
16974
0
                focus_tab_id = tab_bar->SelectedTabId;
16975
16976
            // Forward moving request to selected window
16977
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
16978
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
16979
0
        }
16980
0
    }
16981
16982
    // Forward focus from host node to selected window
16983
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
16984
    //    focus_tab_id = tab_bar->SelectedTabId;
16985
16986
    // When clicked on a tab we requested focus to the docked child
16987
    // This overrides the value set by "forward focus from host node to selected window".
16988
0
    if (tab_bar->NextSelectedTabId)
16989
0
        focus_tab_id = tab_bar->NextSelectedTabId;
16990
16991
    // Apply navigation focus
16992
0
    if (focus_tab_id != 0)
16993
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
16994
0
            if (tab->Window)
16995
0
            {
16996
0
                FocusWindow(tab->Window);
16997
0
                NavInitWindow(tab->Window, false);
16998
0
            }
16999
17000
0
    EndTabBar();
17001
0
    PopID();
17002
17003
    // Restore SkipItems flag
17004
0
    if (!node->IsDockSpace())
17005
0
    {
17006
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
17007
0
        host_window->SkipItems = backup_skip_item;
17008
0
    }
17009
0
}
17010
17011
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
17012
0
{
17013
0
    IM_ASSERT(node->TabBar == NULL);
17014
0
    node->TabBar = IM_NEW(ImGuiTabBar);
17015
0
}
17016
17017
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
17018
0
{
17019
0
    if (node->TabBar == NULL)
17020
0
        return;
17021
0
    IM_DELETE(node->TabBar);
17022
0
    node->TabBar = NULL;
17023
0
}
17024
17025
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
17026
0
{
17027
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
17028
0
        return false;
17029
17030
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
17031
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
17032
0
    if (host_class->ClassId != payload_class->ClassId)
17033
0
    {
17034
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
17035
0
            return true;
17036
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
17037
0
            return true;
17038
0
        return false;
17039
0
    }
17040
17041
    // Prevent docking any window created above a popup
17042
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
17043
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
17044
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
17045
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
17046
0
    ImGuiContext& g = *GImGui;
17047
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
17048
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
17049
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
17050
0
                return false;
17051
17052
0
    return true;
17053
0
}
17054
17055
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
17056
0
{
17057
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
17058
0
        return true;
17059
17060
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
17061
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
17062
0
    {
17063
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
17064
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
17065
0
            return true;
17066
0
    }
17067
0
    return false;
17068
0
}
17069
17070
// window menu button == collapse button when not in a dock node.
17071
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
17072
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
17073
0
{
17074
0
    ImGuiContext& g = *GImGui;
17075
0
    ImGuiStyle& style = g.Style;
17076
17077
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
17078
0
    if (out_title_rect) { *out_title_rect = r; }
17079
17080
0
    r.Min.x += style.WindowBorderSize;
17081
0
    r.Max.x -= style.WindowBorderSize;
17082
17083
0
    float button_sz = g.FontSize;
17084
0
    r.Min.x += style.FramePadding.x;
17085
0
    r.Max.x -= style.FramePadding.x;
17086
0
    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
17087
0
    if (node->HasCloseButton)
17088
0
    {
17089
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17090
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17091
0
    }
17092
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
17093
0
    {
17094
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
17095
0
    }
17096
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
17097
0
    {
17098
0
        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17099
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17100
0
    }
17101
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17102
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17103
0
}
17104
17105
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17106
0
{
17107
0
    ImGuiContext& g = *GImGui;
17108
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17109
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17110
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17111
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17112
17113
    // Distribute size on given axis (with a desired size or equally)
17114
0
    const float w_avail = size_old[axis] - dock_spacing;
17115
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17116
0
    {
17117
0
        size_new[axis] = size_new_desired[axis];
17118
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
17119
0
    }
17120
0
    else
17121
0
    {
17122
0
        size_new[axis] = IM_FLOOR(w_avail * 0.5f);
17123
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
17124
0
    }
17125
17126
    // Position each node
17127
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17128
0
    {
17129
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17130
0
    }
17131
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17132
0
    {
17133
0
        pos_new[axis] = pos_old[axis];
17134
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17135
0
    }
17136
0
}
17137
17138
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17139
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17140
0
{
17141
0
    ImGuiContext& g = *GImGui;
17142
17143
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17144
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17145
0
    float hs_w; // Half-size, longer axis
17146
0
    float hs_h; // Half-size, smaller axis
17147
0
    ImVec2 off; // Distance from edge or center
17148
0
    if (outer_docking)
17149
0
    {
17150
        //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17151
        //hs_h = ImFloor(hs_w * 0.15f);
17152
        //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17153
0
        hs_w = ImFloor(hs_for_central_nodes * 1.50f);
17154
0
        hs_h = ImFloor(hs_for_central_nodes * 0.80f);
17155
0
        off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h));
17156
0
    }
17157
0
    else
17158
0
    {
17159
0
        hs_w = ImFloor(hs_for_central_nodes);
17160
0
        hs_h = ImFloor(hs_for_central_nodes * 0.90f);
17161
0
        off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f));
17162
0
    }
17163
17164
0
    ImVec2 c = ImFloor(parent.GetCenter());
17165
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17166
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17167
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17168
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17169
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17170
17171
0
    if (test_mouse_pos == NULL)
17172
0
        return false;
17173
17174
0
    ImRect hit_r = out_r;
17175
0
    if (!outer_docking)
17176
0
    {
17177
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17178
0
        hit_r.Expand(ImFloor(hs_w * 0.30f));
17179
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17180
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17181
0
        float r_threshold_center = hs_w * 1.4f;
17182
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17183
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17184
0
            return (dir == ImGuiDir_None);
17185
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17186
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17187
0
    }
17188
0
    return hit_r.Contains(*test_mouse_pos);
17189
0
}
17190
17191
// host_node may be NULL if the window doesn't have a DockNode already.
17192
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17193
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17194
0
{
17195
0
    ImGuiContext& g = *GImGui;
17196
17197
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17198
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17199
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17200
0
    if (payload_node == NULL)
17201
0
        payload_node = payload_window->DockNodeAsHost;
17202
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17203
0
    if (ref_node_for_rect)
17204
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17205
17206
    // Filter, figure out where we are allowed to dock
17207
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17208
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17209
0
    data->IsCenterAvailable = true;
17210
0
    if (is_outer_docking)
17211
0
        data->IsCenterAvailable = false;
17212
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17213
0
        data->IsCenterAvailable = false;
17214
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
17215
0
        data->IsCenterAvailable = false;
17216
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17217
0
        data->IsCenterAvailable = false;
17218
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17219
0
        data->IsCenterAvailable = false;
17220
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17221
0
        data->IsCenterAvailable = false;
17222
17223
0
    data->IsSidesAvailable = true;
17224
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
17225
0
        data->IsSidesAvailable = false;
17226
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17227
0
        data->IsSidesAvailable = false;
17228
0
    else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
17229
0
        data->IsSidesAvailable = false;
17230
17231
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17232
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17233
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17234
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17235
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17236
17237
    // Calculate drop shapes geometry for allowed splitting directions
17238
0
    IM_ASSERT(ImGuiDir_None == -1);
17239
0
    data->SplitNode = host_node;
17240
0
    data->SplitDir = ImGuiDir_None;
17241
0
    data->IsSplitDirExplicit = false;
17242
0
    if (!host_window->Collapsed)
17243
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17244
0
        {
17245
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17246
0
                continue;
17247
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17248
0
                continue;
17249
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17250
0
            {
17251
0
                data->SplitDir = (ImGuiDir)dir;
17252
0
                data->IsSplitDirExplicit = true;
17253
0
            }
17254
0
        }
17255
17256
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17257
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17258
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17259
0
        data->IsDropAllowed = false;
17260
17261
    // Calculate split area
17262
0
    data->SplitRatio = 0.0f;
17263
0
    if (data->SplitDir != ImGuiDir_None)
17264
0
    {
17265
0
        ImGuiDir split_dir = data->SplitDir;
17266
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17267
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17268
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17269
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17270
17271
        // Calculate split ratio so we can pass it down the docking request
17272
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17273
0
        data->FutureNode.Pos = pos_new;
17274
0
        data->FutureNode.Size = size_new;
17275
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17276
0
    }
17277
0
}
17278
17279
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17280
0
{
17281
0
    ImGuiContext& g = *GImGui;
17282
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17283
17284
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17285
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17286
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17287
17288
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17289
0
    int overlay_draw_lists_count = 0;
17290
0
    ImDrawList* overlay_draw_lists[2];
17291
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17292
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17293
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17294
17295
    // Draw main preview rectangle
17296
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17297
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17298
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17299
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17300
17301
    // Display area preview
17302
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17303
0
    if (data->IsDropAllowed)
17304
0
    {
17305
0
        ImRect overlay_rect = data->FutureNode.Rect();
17306
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17307
0
            overlay_rect.Min.y += GetFrameHeight();
17308
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17309
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17310
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
17311
0
    }
17312
17313
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17314
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17315
0
    {
17316
        // Compute target tab bar geometry so we can locate our preview tabs
17317
0
        ImRect tab_bar_rect;
17318
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17319
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17320
0
        if (host_node && host_node->TabBar)
17321
0
        {
17322
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17323
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17324
0
            else
17325
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17326
0
        }
17327
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17328
0
        {
17329
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17330
0
        }
17331
17332
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17333
0
        if (root_payload->DockNodeAsHost)
17334
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17335
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17336
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17337
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17338
0
        {
17339
            // DockNode's TabBar may have non-window Tabs manually appended by user
17340
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17341
0
            if (tab_bar_with_payload && payload_window == NULL)
17342
0
                continue;
17343
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17344
0
                continue;
17345
17346
            // Calculate the tab bounding box for each payload window
17347
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17348
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17349
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17350
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17351
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17352
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17353
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17354
0
            {
17355
0
                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
17356
0
                if (!tab_bar_rect.Contains(tab_bb))
17357
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17358
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17359
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17360
0
                if (!tab_bar_rect.Contains(tab_bb))
17361
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17362
0
            }
17363
0
            PopStyleColor();
17364
0
        }
17365
0
    }
17366
17367
    // Display drop boxes
17368
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17369
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17370
0
    {
17371
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17372
0
        {
17373
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17374
0
            ImRect draw_r_in = draw_r;
17375
0
            draw_r_in.Expand(-2.0f);
17376
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17377
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17378
0
            {
17379
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17380
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17381
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17382
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17383
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17384
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17385
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17386
0
            }
17387
0
        }
17388
17389
        // Stop after ImGuiDir_None
17390
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
17391
0
            return;
17392
0
    }
17393
0
}
17394
17395
//-----------------------------------------------------------------------------
17396
// Docking: ImGuiDockNode Tree manipulation functions
17397
//-----------------------------------------------------------------------------
17398
// - DockNodeTreeSplit()
17399
// - DockNodeTreeMerge()
17400
// - DockNodeTreeUpdatePosSize()
17401
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17402
// - DockNodeTreeUpdateSplitter()
17403
// - DockNodeTreeFindFallbackLeafNode()
17404
// - DockNodeTreeFindNodeByPos()
17405
//-----------------------------------------------------------------------------
17406
17407
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17408
0
{
17409
0
    ImGuiContext& g = *GImGui;
17410
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17411
17412
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17413
0
    child_0->ParentNode = parent_node;
17414
17415
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17416
0
    child_1->ParentNode = parent_node;
17417
17418
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17419
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17420
0
    parent_node->ChildNodes[0] = child_0;
17421
0
    parent_node->ChildNodes[1] = child_1;
17422
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17423
0
    parent_node->SplitAxis = split_axis;
17424
0
    parent_node->VisibleWindow = NULL;
17425
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17426
17427
0
    float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
17428
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17429
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17430
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17431
0
    child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio);
17432
0
    child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]);
17433
17434
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17435
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17436
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17437
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17438
17439
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17440
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17441
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17442
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17443
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17444
0
    child_0->UpdateMergedFlags();
17445
0
    child_1->UpdateMergedFlags();
17446
0
    parent_node->UpdateMergedFlags();
17447
0
    if (child_inheritor->IsCentralNode())
17448
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17449
0
}
17450
17451
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17452
0
{
17453
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17454
0
    ImGuiContext& g = *GImGui;
17455
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17456
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17457
0
    IM_ASSERT(child_0 || child_1);
17458
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17459
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17460
0
    {
17461
0
        IM_ASSERT(parent_node->TabBar == NULL);
17462
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17463
0
    }
17464
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17465
17466
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17467
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17468
0
    if (child_0)
17469
0
    {
17470
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17471
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17472
0
    }
17473
0
    if (child_1)
17474
0
    {
17475
0
        DockNodeMoveWindows(parent_node, child_1);
17476
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17477
0
    }
17478
0
    DockNodeApplyPosSizeToWindows(parent_node);
17479
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17480
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17481
0
    parent_node->SizeRef = backup_last_explicit_size;
17482
17483
    // Flags transfer
17484
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17485
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17486
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17487
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17488
0
    parent_node->UpdateMergedFlags();
17489
17490
0
    if (child_0)
17491
0
    {
17492
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17493
0
        IM_DELETE(child_0);
17494
0
    }
17495
0
    if (child_1)
17496
0
    {
17497
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17498
0
        IM_DELETE(child_1);
17499
0
    }
17500
0
}
17501
17502
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17503
// (Depth-first, Pre-Order)
17504
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17505
0
{
17506
    // During the regular dock node update we write to all nodes.
17507
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17508
0
    ImGuiContext& g = *GImGui;
17509
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17510
0
    if (write_to_node)
17511
0
    {
17512
0
        node->Pos = pos;
17513
0
        node->Size = size;
17514
0
    }
17515
17516
0
    if (node->IsLeafNode())
17517
0
        return;
17518
17519
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17520
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17521
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17522
0
    ImVec2 child_0_size = size, child_1_size = size;
17523
17524
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17525
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17526
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17527
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17528
17529
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17530
0
    {
17531
0
        const float spacing = g.Style.DockingSeparatorSize;
17532
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17533
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17534
17535
        // Size allocation policy
17536
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17537
0
        const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17538
17539
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17540
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
17541
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17542
17543
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17544
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17545
0
        {
17546
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17547
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17548
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17549
0
        }
17550
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17551
0
        {
17552
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17553
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17554
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17555
0
        }
17556
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17557
0
        {
17558
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17559
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17560
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17561
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
17562
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17563
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17564
0
        }
17565
17566
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17567
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17568
0
        {
17569
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17570
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17571
0
        }
17572
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17573
0
        {
17574
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17575
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17576
0
        }
17577
0
        else
17578
0
        {
17579
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17580
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17581
0
            child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
17582
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17583
0
        }
17584
17585
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17586
0
    }
17587
17588
0
    if (only_write_to_single_node == NULL)
17589
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17590
17591
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17592
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17593
0
    if (child_0_recurse)
17594
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17595
0
    if (child_1_recurse)
17596
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17597
0
}
17598
17599
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17600
0
{
17601
0
    if (node->IsLeafNode())
17602
0
    {
17603
0
        touching_nodes->push_back(node);
17604
0
        return;
17605
0
    }
17606
0
    if (node->ChildNodes[0]->IsVisible)
17607
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17608
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17609
0
    if (node->ChildNodes[1]->IsVisible)
17610
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17611
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17612
0
}
17613
17614
// (Depth-First, Pre-Order)
17615
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17616
0
{
17617
0
    if (node->IsLeafNode())
17618
0
        return;
17619
17620
0
    ImGuiContext& g = *GImGui;
17621
17622
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17623
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17624
0
    if (child_0->IsVisible && child_1->IsVisible)
17625
0
    {
17626
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17627
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17628
0
        IM_ASSERT(axis != ImGuiAxis_None);
17629
0
        ImRect bb;
17630
0
        bb.Min = child_0->Pos;
17631
0
        bb.Max = child_1->Pos;
17632
0
        bb.Min[axis] += child_0->Size[axis];
17633
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17634
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17635
17636
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17637
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17638
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17639
0
        {
17640
0
            ImGuiWindow* window = g.CurrentWindow;
17641
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17642
0
        }
17643
0
        else
17644
0
        {
17645
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17646
            //bb.Max[axis] -= 1;
17647
0
            PushID(node->ID);
17648
17649
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17650
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17651
0
            float min_size = g.Style.WindowMinSize[axis];
17652
0
            float resize_limits[2];
17653
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17654
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17655
17656
0
            ImGuiID splitter_id = GetID("##Splitter");
17657
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17658
0
            {
17659
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17660
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17661
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17662
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17663
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17664
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17665
17666
                // [DEBUG] Render touching nodes & limits
17667
                /*
17668
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17669
                for (int n = 0; n < 2; n++)
17670
                {
17671
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17672
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17673
                    if (axis == ImGuiAxis_X)
17674
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17675
                    else
17676
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17677
                }
17678
                */
17679
0
            }
17680
17681
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17682
0
            float cur_size_0 = child_0->Size[axis];
17683
0
            float cur_size_1 = child_1->Size[axis];
17684
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17685
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17686
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17687
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17688
0
            {
17689
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17690
0
                {
17691
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17692
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17693
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17694
17695
                    // Lock the size of every node that is a sibling of the node we are touching
17696
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17697
0
                    for (int side_n = 0; side_n < 2; side_n++)
17698
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17699
0
                        {
17700
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17701
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17702
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17703
0
                            while (touching_node->ParentNode != node)
17704
0
                            {
17705
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17706
0
                                {
17707
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17708
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17709
0
                                    node_to_preserve->WantLockSizeOnce = true;
17710
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17711
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17712
0
                                }
17713
0
                                touching_node = touching_node->ParentNode;
17714
0
                            }
17715
0
                        }
17716
17717
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17718
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17719
0
                    MarkIniSettingsDirty();
17720
0
                }
17721
0
            }
17722
0
            PopID();
17723
0
        }
17724
0
    }
17725
17726
0
    if (child_0->IsVisible)
17727
0
        DockNodeTreeUpdateSplitter(child_0);
17728
0
    if (child_1->IsVisible)
17729
0
        DockNodeTreeUpdateSplitter(child_1);
17730
0
}
17731
17732
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17733
0
{
17734
0
    if (node->IsLeafNode())
17735
0
        return node;
17736
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17737
0
        return leaf_node;
17738
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17739
0
        return leaf_node;
17740
0
    return NULL;
17741
0
}
17742
17743
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17744
0
{
17745
0
    if (!node->IsVisible)
17746
0
        return NULL;
17747
17748
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17749
0
    ImRect r(node->Pos, node->Pos + node->Size);
17750
0
    r.Expand(dock_spacing * 0.5f);
17751
0
    bool inside = r.Contains(pos);
17752
0
    if (!inside)
17753
0
        return NULL;
17754
17755
0
    if (node->IsLeafNode())
17756
0
        return node;
17757
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17758
0
        return hovered_node;
17759
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17760
0
        return hovered_node;
17761
17762
    // This means we are hovering over the splitter/spacing of a parent node
17763
0
    return node;
17764
0
}
17765
17766
//-----------------------------------------------------------------------------
17767
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17768
//-----------------------------------------------------------------------------
17769
// - SetWindowDock() [Internal]
17770
// - DockSpace()
17771
// - DockSpaceOverViewport()
17772
//-----------------------------------------------------------------------------
17773
17774
// [Internal] Called via SetNextWindowDockID()
17775
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17776
0
{
17777
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17778
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17779
0
        return;
17780
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17781
17782
0
    if (window->DockId == dock_id)
17783
0
        return;
17784
17785
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17786
0
    ImGuiContext* ctx = GImGui;
17787
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
17788
0
        if (new_node->IsSplitNode())
17789
0
        {
17790
            // Policy: Find central node or latest focused node. We first move back to our root node.
17791
0
            new_node = DockNodeGetRootNode(new_node);
17792
0
            if (new_node->CentralNode)
17793
0
            {
17794
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17795
0
                dock_id = new_node->CentralNode->ID;
17796
0
            }
17797
0
            else
17798
0
            {
17799
0
                dock_id = new_node->LastFocusedNodeId;
17800
0
            }
17801
0
        }
17802
17803
0
    if (window->DockId == dock_id)
17804
0
        return;
17805
17806
0
    if (window->DockNode)
17807
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
17808
0
    window->DockId = dock_id;
17809
0
}
17810
17811
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
17812
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
17813
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
17814
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
17815
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
17816
0
{
17817
0
    ImGuiContext* ctx = GImGui;
17818
0
    ImGuiContext& g = *ctx;
17819
0
    ImGuiWindow* window = GetCurrentWindowRead();
17820
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
17821
0
        return 0;
17822
17823
    // Early out if parent window is hidden/collapsed
17824
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
17825
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
17826
0
    if (window->SkipItems)
17827
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
17828
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
17829
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
17830
17831
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
17832
0
    IM_ASSERT(id != 0);
17833
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
17834
0
    if (!node)
17835
0
    {
17836
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
17837
0
        node = DockContextAddNode(ctx, id);
17838
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
17839
0
    }
17840
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
17841
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
17842
0
    node->SharedFlags = flags;
17843
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
17844
17845
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
17846
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
17847
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
17848
0
    {
17849
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
17850
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17851
0
        return id;
17852
0
    }
17853
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17854
17855
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
17856
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
17857
0
    {
17858
0
        node->LastFrameAlive = g.FrameCount;
17859
0
        return id;
17860
0
    }
17861
17862
0
    const ImVec2 content_avail = GetContentRegionAvail();
17863
0
    ImVec2 size = ImFloor(size_arg);
17864
0
    if (size.x <= 0.0f)
17865
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
17866
0
    if (size.y <= 0.0f)
17867
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
17868
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17869
17870
0
    node->Pos = window->DC.CursorPos;
17871
0
    node->Size = node->SizeRef = size;
17872
0
    SetNextWindowPos(node->Pos);
17873
0
    SetNextWindowSize(node->Size);
17874
0
    g.NextWindowData.PosUndock = false;
17875
17876
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
17877
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
17878
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
17879
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
17880
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
17881
0
    window_flags |= ImGuiWindowFlags_NoBackground;
17882
17883
0
    char title[256];
17884
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
17885
17886
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
17887
0
    Begin(title, NULL, window_flags);
17888
0
    PopStyleVar();
17889
17890
0
    ImGuiWindow* host_window = g.CurrentWindow;
17891
0
    DockNodeSetupHostWindow(node, host_window);
17892
0
    host_window->ChildId = window->GetID(title);
17893
0
    node->OnlyNodeWithWindows = NULL;
17894
17895
0
    IM_ASSERT(node->IsRootNode());
17896
17897
    // We need to handle the rare case were a central node is missing.
17898
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
17899
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
17900
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
17901
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
17902
    // as it doesn't make sense for an empty dockspace to not have this property.
17903
0
    if (node->IsLeafNode() && !node->IsCentralNode())
17904
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17905
17906
    // Update the node
17907
0
    DockNodeUpdate(node);
17908
17909
0
    End();
17910
17911
0
    ImRect bb(node->Pos, node->Pos + size);
17912
0
    ItemSize(size);
17913
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
17914
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
17915
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
17916
17917
0
    return id;
17918
0
}
17919
17920
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
17921
// The limitation with this call is that your window won't have a menu bar.
17922
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
17923
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
17924
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
17925
0
{
17926
0
    if (viewport == NULL)
17927
0
        viewport = GetMainViewport();
17928
17929
0
    SetNextWindowPos(viewport->WorkPos);
17930
0
    SetNextWindowSize(viewport->WorkSize);
17931
0
    SetNextWindowViewport(viewport->ID);
17932
17933
0
    ImGuiWindowFlags host_window_flags = 0;
17934
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
17935
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
17936
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
17937
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
17938
17939
0
    char label[32];
17940
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
17941
17942
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
17943
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
17944
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
17945
0
    Begin(label, NULL, host_window_flags);
17946
0
    PopStyleVar(3);
17947
17948
0
    ImGuiID dockspace_id = GetID("DockSpace");
17949
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
17950
0
    End();
17951
17952
0
    return dockspace_id;
17953
0
}
17954
17955
//-----------------------------------------------------------------------------
17956
// Docking: Builder Functions
17957
//-----------------------------------------------------------------------------
17958
// Very early end-user API to manipulate dock nodes.
17959
// Only available in imgui_internal.h. Expect this API to change/break!
17960
// It is expected that those functions are all called _before_ the dockspace node submission.
17961
//-----------------------------------------------------------------------------
17962
// - DockBuilderDockWindow()
17963
// - DockBuilderGetNode()
17964
// - DockBuilderSetNodePos()
17965
// - DockBuilderSetNodeSize()
17966
// - DockBuilderAddNode()
17967
// - DockBuilderRemoveNode()
17968
// - DockBuilderRemoveNodeChildNodes()
17969
// - DockBuilderRemoveNodeDockedWindows()
17970
// - DockBuilderSplitNode()
17971
// - DockBuilderCopyNodeRec()
17972
// - DockBuilderCopyNode()
17973
// - DockBuilderCopyWindowSettings()
17974
// - DockBuilderCopyDockSpace()
17975
// - DockBuilderFinish()
17976
//-----------------------------------------------------------------------------
17977
17978
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
17979
0
{
17980
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
17981
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
17982
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
17983
0
    ImGuiID window_id = ImHashStr(window_name);
17984
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
17985
0
    {
17986
        // Apply to created window
17987
0
        ImGuiID prev_node_id = window->DockId;
17988
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
17989
0
        if (window->DockId != prev_node_id)
17990
0
            window->DockOrder = -1;
17991
0
    }
17992
0
    else
17993
0
    {
17994
        // Apply to settings
17995
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
17996
0
        if (settings == NULL)
17997
0
            settings = CreateNewWindowSettings(window_name);
17998
0
        if (settings->DockId != node_id)
17999
0
            settings->DockOrder = -1;
18000
0
        settings->DockId = node_id;
18001
0
    }
18002
0
}
18003
18004
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
18005
0
{
18006
0
    ImGuiContext* ctx = GImGui;
18007
0
    return DockContextFindNodeByID(ctx, node_id);
18008
0
}
18009
18010
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
18011
0
{
18012
0
    ImGuiContext* ctx = GImGui;
18013
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18014
0
    if (node == NULL)
18015
0
        return;
18016
0
    node->Pos = pos;
18017
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
18018
0
}
18019
18020
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
18021
0
{
18022
0
    ImGuiContext* ctx = GImGui;
18023
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18024
0
    if (node == NULL)
18025
0
        return;
18026
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18027
0
    node->Size = node->SizeRef = size;
18028
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
18029
0
}
18030
18031
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
18032
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
18033
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
18034
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
18035
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
18036
// - Use (id == 0) to let the system allocate a node identifier.
18037
// - Existing node with a same id will be removed.
18038
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
18039
0
{
18040
0
    ImGuiContext* ctx = GImGui;
18041
0
    ImGuiContext& g = *ctx; IM_UNUSED(g);
18042
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
18043
18044
0
    if (node_id != 0)
18045
0
        DockBuilderRemoveNode(node_id);
18046
18047
0
    ImGuiDockNode* node = NULL;
18048
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
18049
0
    {
18050
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
18051
0
        node = DockContextFindNodeByID(ctx, node_id);
18052
0
    }
18053
0
    else
18054
0
    {
18055
0
        node = DockContextAddNode(ctx, node_id);
18056
0
        node->SetLocalFlags(flags);
18057
0
    }
18058
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
18059
0
    return node->ID;
18060
0
}
18061
18062
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
18063
0
{
18064
0
    ImGuiContext* ctx = GImGui;
18065
0
    ImGuiContext& g = *ctx; IM_UNUSED(g);
18066
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
18067
18068
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18069
0
    if (node == NULL)
18070
0
        return;
18071
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
18072
0
    DockBuilderRemoveNodeChildNodes(node_id);
18073
    // Node may have moved or deleted if e.g. any merge happened
18074
0
    node = DockContextFindNodeByID(ctx, node_id);
18075
0
    if (node == NULL)
18076
0
        return;
18077
0
    if (node->IsCentralNode() && node->ParentNode)
18078
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18079
0
    DockContextRemoveNode(ctx, node, true);
18080
0
}
18081
18082
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
18083
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
18084
0
{
18085
0
    ImGuiContext* ctx = GImGui;
18086
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18087
18088
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
18089
0
    if (root_id && root_node == NULL)
18090
0
        return;
18091
0
    bool has_central_node = false;
18092
18093
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
18094
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
18095
18096
    // Process active windows
18097
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18098
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18099
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18100
0
        {
18101
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18102
0
            if (want_removal)
18103
0
            {
18104
0
                if (node->IsCentralNode())
18105
0
                    has_central_node = true;
18106
0
                if (root_id != 0)
18107
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
18108
0
                if (root_node)
18109
0
                {
18110
0
                    DockNodeMoveWindows(root_node, node);
18111
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18112
0
                }
18113
0
                nodes_to_remove.push_back(node);
18114
0
            }
18115
0
        }
18116
18117
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18118
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18119
0
    if (root_node)
18120
0
    {
18121
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18122
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18123
0
    }
18124
18125
    // Apply to settings
18126
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
18127
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18128
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18129
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18130
0
                {
18131
0
                    settings->DockId = root_id;
18132
0
                    break;
18133
0
                }
18134
18135
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18136
0
    if (nodes_to_remove.Size > 1)
18137
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18138
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18139
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
18140
18141
0
    if (root_id == 0)
18142
0
    {
18143
0
        dc->Nodes.Clear();
18144
0
        dc->Requests.clear();
18145
0
    }
18146
0
    else if (has_central_node)
18147
0
    {
18148
0
        root_node->CentralNode = root_node;
18149
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18150
0
    }
18151
0
}
18152
18153
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18154
0
{
18155
    // Clear references in settings
18156
0
    ImGuiContext* ctx = GImGui;
18157
0
    ImGuiContext& g = *ctx;
18158
0
    if (clear_settings_refs)
18159
0
    {
18160
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18161
0
        {
18162
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18163
0
            if (!want_removal && settings->DockId != 0)
18164
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
18165
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18166
0
                        want_removal = true;
18167
0
            if (want_removal)
18168
0
                settings->DockId = 0;
18169
0
        }
18170
0
    }
18171
18172
    // Clear references in windows
18173
0
    for (int n = 0; n < g.Windows.Size; n++)
18174
0
    {
18175
0
        ImGuiWindow* window = g.Windows[n];
18176
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18177
0
        if (want_removal)
18178
0
        {
18179
0
            const ImGuiID backup_dock_id = window->DockId;
18180
0
            IM_UNUSED(backup_dock_id);
18181
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
18182
0
            if (!clear_settings_refs)
18183
0
                IM_ASSERT(window->DockId == backup_dock_id);
18184
0
        }
18185
0
    }
18186
0
}
18187
18188
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18189
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18190
// FIXME-DOCK: We are not exposing nor using split_outer.
18191
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18192
0
{
18193
0
    ImGuiContext& g = *GImGui;
18194
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18195
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18196
18197
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18198
0
    if (node == NULL)
18199
0
    {
18200
0
        IM_ASSERT(node != NULL);
18201
0
        return 0;
18202
0
    }
18203
18204
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18205
18206
0
    ImGuiDockRequest req;
18207
0
    req.Type = ImGuiDockRequestType_Split;
18208
0
    req.DockTargetWindow = NULL;
18209
0
    req.DockTargetNode = node;
18210
0
    req.DockPayload = NULL;
18211
0
    req.DockSplitDir = split_dir;
18212
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18213
0
    req.DockSplitOuter = false;
18214
0
    DockContextProcessDock(&g, &req);
18215
18216
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18217
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18218
0
    if (out_id_at_dir)
18219
0
        *out_id_at_dir = id_at_dir;
18220
0
    if (out_id_at_opposite_dir)
18221
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18222
0
    return id_at_dir;
18223
0
}
18224
18225
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18226
0
{
18227
0
    ImGuiContext& g = *GImGui;
18228
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18229
0
    dst_node->SharedFlags = src_node->SharedFlags;
18230
0
    dst_node->LocalFlags = src_node->LocalFlags;
18231
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18232
0
    dst_node->Pos = src_node->Pos;
18233
0
    dst_node->Size = src_node->Size;
18234
0
    dst_node->SizeRef = src_node->SizeRef;
18235
0
    dst_node->SplitAxis = src_node->SplitAxis;
18236
0
    dst_node->UpdateMergedFlags();
18237
18238
0
    out_node_remap_pairs->push_back(src_node->ID);
18239
0
    out_node_remap_pairs->push_back(dst_node->ID);
18240
18241
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18242
0
        if (src_node->ChildNodes[child_n])
18243
0
        {
18244
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18245
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18246
0
        }
18247
18248
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18249
0
    return dst_node;
18250
0
}
18251
18252
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18253
0
{
18254
0
    ImGuiContext* ctx = GImGui;
18255
0
    IM_ASSERT(src_node_id != 0);
18256
0
    IM_ASSERT(dst_node_id != 0);
18257
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18258
18259
0
    DockBuilderRemoveNode(dst_node_id);
18260
18261
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
18262
0
    IM_ASSERT(src_node != NULL);
18263
18264
0
    out_node_remap_pairs->clear();
18265
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18266
18267
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18268
0
}
18269
18270
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18271
0
{
18272
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18273
0
    if (src_window == NULL)
18274
0
        return;
18275
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18276
0
    {
18277
0
        dst_window->Pos = src_window->Pos;
18278
0
        dst_window->Size = src_window->Size;
18279
0
        dst_window->SizeFull = src_window->SizeFull;
18280
0
        dst_window->Collapsed = src_window->Collapsed;
18281
0
    }
18282
0
    else
18283
0
    {
18284
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18285
0
        if (!dst_settings)
18286
0
            dst_settings = CreateNewWindowSettings(dst_name);
18287
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18288
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18289
0
        {
18290
0
            dst_settings->ViewportPos = window_pos_2ih;
18291
0
            dst_settings->ViewportId = src_window->ViewportId;
18292
0
            dst_settings->Pos = ImVec2ih(0, 0);
18293
0
        }
18294
0
        else
18295
0
        {
18296
0
            dst_settings->Pos = window_pos_2ih;
18297
0
        }
18298
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18299
0
        dst_settings->Collapsed = src_window->Collapsed;
18300
0
    }
18301
0
}
18302
18303
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18304
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18305
0
{
18306
0
    ImGuiContext& g = *GImGui;
18307
0
    IM_ASSERT(src_dockspace_id != 0);
18308
0
    IM_ASSERT(dst_dockspace_id != 0);
18309
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18310
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18311
18312
    // Duplicate entire dock
18313
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18314
    // whereas we could attempt to at least keep them together in a new, same floating node.
18315
0
    ImVector<ImGuiID> node_remap_pairs;
18316
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18317
18318
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18319
    // (The windows associated to src_dockspace_id are staying in place)
18320
0
    ImVector<ImGuiID> src_windows;
18321
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18322
0
    {
18323
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18324
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18325
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18326
0
        src_windows.push_back(src_window_id);
18327
18328
        // Search in the remapping tables
18329
0
        ImGuiID src_dock_id = 0;
18330
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18331
0
            src_dock_id = src_window->DockId;
18332
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18333
0
            src_dock_id = src_window_settings->DockId;
18334
0
        ImGuiID dst_dock_id = 0;
18335
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18336
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18337
0
            {
18338
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18339
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18340
0
                break;
18341
0
            }
18342
18343
0
        if (dst_dock_id != 0)
18344
0
        {
18345
            // Docked windows gets redocked into the new node hierarchy.
18346
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18347
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18348
0
        }
18349
0
        else
18350
0
        {
18351
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18352
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18353
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18354
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18355
0
        }
18356
0
    }
18357
18358
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18359
    // Find those windows and move to them to the cloned dock node. This may be optional?
18360
    // Dock those are a second step as undocking would invalidate source dock nodes.
18361
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18362
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18363
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18364
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18365
0
        {
18366
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18367
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18368
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18369
0
            {
18370
0
                ImGuiWindow* window = node->Windows[window_n];
18371
0
                if (src_windows.contains(window->ID))
18372
0
                    continue;
18373
18374
                // Docked windows gets redocked into the new node hierarchy.
18375
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18376
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18377
0
            }
18378
0
        }
18379
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18380
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18381
0
}
18382
18383
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18384
void ImGui::DockBuilderFinish(ImGuiID root_id)
18385
0
{
18386
0
    ImGuiContext* ctx = GImGui;
18387
    //DockContextRebuild(ctx);
18388
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
18389
0
}
18390
18391
//-----------------------------------------------------------------------------
18392
// Docking: Begin/End Support Functions (called from Begin/End)
18393
//-----------------------------------------------------------------------------
18394
// - GetWindowAlwaysWantOwnTabBar()
18395
// - DockContextBindNodeToWindow()
18396
// - BeginDocked()
18397
// - BeginDockableDragDropSource()
18398
// - BeginDockableDragDropTarget()
18399
//-----------------------------------------------------------------------------
18400
18401
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18402
144k
{
18403
144k
    ImGuiContext& g = *GImGui;
18404
144k
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18405
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18406
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18407
0
                return true;
18408
144k
    return false;
18409
144k
}
18410
18411
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18412
0
{
18413
0
    ImGuiContext& g = *ctx;
18414
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18415
0
    IM_ASSERT(window->DockNode == NULL);
18416
18417
    // We should not be docking into a split node (SetWindowDock should avoid this)
18418
0
    if (node && node->IsSplitNode())
18419
0
    {
18420
0
        DockContextProcessUndockWindow(ctx, window);
18421
0
        return NULL;
18422
0
    }
18423
18424
    // Create node
18425
0
    if (node == NULL)
18426
0
    {
18427
0
        node = DockContextAddNode(ctx, window->DockId);
18428
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18429
0
        node->LastFrameAlive = g.FrameCount;
18430
0
    }
18431
18432
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18433
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18434
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18435
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18436
0
    if (!node->IsVisible)
18437
0
    {
18438
0
        ImGuiDockNode* ancestor_node = node;
18439
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18440
0
            ancestor_node = ancestor_node->ParentNode;
18441
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18442
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18443
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18444
0
    }
18445
18446
    // Add window to node
18447
0
    bool node_was_visible = node->IsVisible;
18448
0
    DockNodeAddWindow(node, window, true);
18449
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18450
0
    IM_ASSERT(node == window->DockNode);
18451
0
    return node;
18452
0
}
18453
18454
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18455
0
{
18456
0
    ImGuiContext* ctx = GImGui;
18457
0
    ImGuiContext& g = *ctx;
18458
18459
    // Clear fields ahead so most early-out paths don't have to do it
18460
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18461
18462
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18463
0
    if (auto_dock_node)
18464
0
    {
18465
0
        if (window->DockId == 0)
18466
0
        {
18467
0
            IM_ASSERT(window->DockNode == NULL);
18468
0
            window->DockId = DockContextGenNodeID(ctx);
18469
0
        }
18470
0
    }
18471
0
    else
18472
0
    {
18473
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18474
0
        bool want_undock = false;
18475
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18476
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18477
0
        if (want_undock)
18478
0
        {
18479
0
            DockContextProcessUndockWindow(ctx, window);
18480
0
            return;
18481
0
        }
18482
0
    }
18483
18484
    // Bind to our dock node
18485
0
    ImGuiDockNode* node = window->DockNode;
18486
0
    if (node != NULL)
18487
0
        IM_ASSERT(window->DockId == node->ID);
18488
0
    if (window->DockId != 0 && node == NULL)
18489
0
    {
18490
0
        node = DockContextBindNodeToWindow(ctx, window);
18491
0
        if (node == NULL)
18492
0
            return;
18493
0
    }
18494
18495
#if 0
18496
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18497
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18498
    {
18499
        DockContextProcessUndockWindow(ctx, window);
18500
        return;
18501
    }
18502
#endif
18503
18504
    // Undock if our dockspace node disappeared
18505
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18506
0
    if (node->LastFrameAlive < g.FrameCount)
18507
0
    {
18508
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18509
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18510
0
        if (root_node->LastFrameAlive < g.FrameCount)
18511
0
            DockContextProcessUndockWindow(ctx, window);
18512
0
        else
18513
0
            window->DockIsActive = true;
18514
0
        return;
18515
0
    }
18516
18517
    // Store style overrides
18518
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18519
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18520
18521
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18522
    // and never create neither a host window neither a tab bar.
18523
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18524
0
    if (node->HostWindow == NULL)
18525
0
    {
18526
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18527
0
            window->DockIsActive = true;
18528
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
18529
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18530
0
        return;
18531
0
    }
18532
18533
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18534
0
    IM_ASSERT(node->HostWindow);
18535
0
    IM_ASSERT(node->IsLeafNode());
18536
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18537
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18538
18539
    // Undock if we are submitted earlier than the host window
18540
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18541
0
    {
18542
0
        DockContextProcessUndockWindow(ctx, window);
18543
0
        return;
18544
0
    }
18545
18546
    // Position/Size window
18547
0
    SetNextWindowPos(node->Pos);
18548
0
    SetNextWindowSize(node->Size);
18549
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18550
0
    window->DockIsActive = true;
18551
0
    window->DockNodeIsVisible = true;
18552
0
    window->DockTabIsVisible = false;
18553
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18554
0
        return;
18555
18556
    // When the window is selected we mark it as visible.
18557
0
    if (node->VisibleWindow == window)
18558
0
        window->DockTabIsVisible = true;
18559
18560
    // Update window flag
18561
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18562
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
18563
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18564
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18565
0
    else
18566
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18567
18568
    // Save new dock order only if the window has been visible once already
18569
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18570
0
    if (node->TabBar && window->WasActive)
18571
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18572
18573
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18574
0
        *p_open = false;
18575
18576
    // Update ChildId to allow returning from Child to Parent with Escape
18577
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18578
0
    window->ChildId = parent_window->GetID(window->Name);
18579
0
}
18580
18581
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18582
51
{
18583
51
    ImGuiContext& g = *GImGui;
18584
51
    IM_ASSERT(g.ActiveId == window->MoveId);
18585
51
    IM_ASSERT(g.MovingWindow == window);
18586
51
    IM_ASSERT(g.CurrentWindow == window);
18587
18588
    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
18589
51
    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
18590
0
    {
18591
        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
18592
        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
18593
        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
18594
0
        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
18595
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
18596
0
        return;
18597
0
    }
18598
18599
51
    g.LastItemData.ID = window->MoveId;
18600
51
    window = window->RootWindowDockTree;
18601
51
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18602
51
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18603
51
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18604
2
    {
18605
2
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18606
2
        EndDragDropSource();
18607
18608
        // Store style overrides
18609
14
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18610
12
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18611
2
    }
18612
51
}
18613
18614
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18615
5
{
18616
5
    ImGuiContext* ctx = GImGui;
18617
5
    ImGuiContext& g = *ctx;
18618
18619
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18620
5
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18621
5
    if (!g.DragDropActive)
18622
0
        return;
18623
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18624
5
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18625
5
        return;
18626
18627
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18628
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18629
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18630
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18631
0
    {
18632
0
        EndDragDropTarget();
18633
0
        return;
18634
0
    }
18635
18636
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18637
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18638
0
    {
18639
        // Select target node
18640
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18641
0
        bool dock_into_floating_window = false;
18642
0
        ImGuiDockNode* node = NULL;
18643
0
        if (window->DockNodeAsHost)
18644
0
        {
18645
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18646
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18647
18648
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18649
            // In this case we need to fallback into any leaf mode, possibly the central node.
18650
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18651
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18652
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18653
0
        }
18654
0
        else
18655
0
        {
18656
0
            if (window->DockNode)
18657
0
                node = window->DockNode;
18658
0
            else
18659
0
                dock_into_floating_window = true; // Dock into a regular window
18660
0
        }
18661
18662
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18663
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18664
18665
        // Preview docking request and find out split direction/ratio
18666
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18667
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18668
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18669
0
        {
18670
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18671
0
            ImGuiDockPreviewData split_inner;
18672
0
            ImGuiDockPreviewData split_outer;
18673
0
            ImGuiDockPreviewData* split_data = &split_inner;
18674
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18675
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18676
0
                {
18677
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18678
0
                    if (split_outer.IsSplitDirExplicit)
18679
0
                        split_data = &split_outer;
18680
0
                }
18681
0
            if (!node || node->IsLeafNode())
18682
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18683
0
            if (split_data == &split_outer)
18684
0
                split_inner.IsDropAllowed = false;
18685
18686
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18687
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18688
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18689
18690
            // Queue docking request
18691
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18692
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18693
0
        }
18694
0
    }
18695
0
    EndDragDropTarget();
18696
0
}
18697
18698
//-----------------------------------------------------------------------------
18699
// Docking: Settings
18700
//-----------------------------------------------------------------------------
18701
// - DockSettingsRenameNodeReferences()
18702
// - DockSettingsRemoveNodeReferences()
18703
// - DockSettingsFindNodeSettings()
18704
// - DockSettingsHandler_ApplyAll()
18705
// - DockSettingsHandler_ReadOpen()
18706
// - DockSettingsHandler_ReadLine()
18707
// - DockSettingsHandler_DockNodeToSettings()
18708
// - DockSettingsHandler_WriteAll()
18709
//-----------------------------------------------------------------------------
18710
18711
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18712
0
{
18713
0
    ImGuiContext& g = *GImGui;
18714
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18715
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18716
0
    {
18717
0
        ImGuiWindow* window = g.Windows[window_n];
18718
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18719
0
            window->DockId = new_node_id;
18720
0
    }
18721
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18722
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18723
0
        if (settings->DockId == old_node_id)
18724
0
            settings->DockId = new_node_id;
18725
0
}
18726
18727
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18728
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18729
0
{
18730
0
    ImGuiContext& g = *GImGui;
18731
0
    int found = 0;
18732
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18733
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18734
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18735
0
            if (settings->DockId == node_ids[node_n])
18736
0
            {
18737
0
                settings->DockId = 0;
18738
0
                settings->DockOrder = -1;
18739
0
                if (++found < node_ids_count)
18740
0
                    break;
18741
0
                return;
18742
0
            }
18743
0
}
18744
18745
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18746
0
{
18747
    // FIXME-OPT
18748
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18749
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18750
0
        if (dc->NodesSettings[n].ID == id)
18751
0
            return &dc->NodesSettings[n];
18752
0
    return NULL;
18753
0
}
18754
18755
// Clear settings data
18756
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18757
0
{
18758
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18759
0
    dc->NodesSettings.clear();
18760
0
    DockContextClearNodes(ctx, 0, true);
18761
0
}
18762
18763
// Recreate nodes based on settings data
18764
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18765
0
{
18766
    // Prune settings at boot time only
18767
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18768
0
    if (ctx->Windows.Size == 0)
18769
0
        DockContextPruneUnusedSettingsNodes(ctx);
18770
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18771
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18772
0
}
18773
18774
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18775
0
{
18776
0
    if (strcmp(name, "Data") != 0)
18777
0
        return NULL;
18778
0
    return (void*)1;
18779
0
}
18780
18781
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18782
0
{
18783
0
    char c = 0;
18784
0
    int x = 0, y = 0;
18785
0
    int r = 0;
18786
18787
    // Parsing, e.g.
18788
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18789
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18790
    // Important: this code expect currently fields in a fixed order.
18791
0
    ImGuiDockNodeSettings node;
18792
0
    line = ImStrSkipBlank(line);
18793
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18794
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18795
0
    else return;
18796
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18797
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18798
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18799
0
    if (node.ParentNodeId == 0)
18800
0
    {
18801
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18802
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18803
0
    }
18804
0
    else
18805
0
    {
18806
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18807
0
    }
18808
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
18809
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
18810
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
18811
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
18812
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
18813
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
18814
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
18815
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
18816
0
    if (node.ParentNodeId != 0)
18817
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
18818
0
            node.Depth = parent_settings->Depth + 1;
18819
0
    ctx->DockContext.NodesSettings.push_back(node);
18820
0
}
18821
18822
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
18823
0
{
18824
0
    ImGuiDockNodeSettings node_settings;
18825
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
18826
0
    node_settings.ID = node->ID;
18827
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
18828
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
18829
0
    node_settings.SelectedTabId = node->SelectedTabId;
18830
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
18831
0
    node_settings.Depth = (char)depth;
18832
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
18833
0
    node_settings.Pos = ImVec2ih(node->Pos);
18834
0
    node_settings.Size = ImVec2ih(node->Size);
18835
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
18836
0
    dc->NodesSettings.push_back(node_settings);
18837
0
    if (node->ChildNodes[0])
18838
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
18839
0
    if (node->ChildNodes[1])
18840
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
18841
0
}
18842
18843
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
18844
0
{
18845
0
    ImGuiContext& g = *ctx;
18846
0
    ImGuiDockContext* dc = &ctx->DockContext;
18847
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18848
0
        return;
18849
18850
    // Gather settings data
18851
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
18852
0
    dc->NodesSettings.resize(0);
18853
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
18854
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18855
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18856
0
            if (node->IsRootNode())
18857
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
18858
18859
0
    int max_depth = 0;
18860
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18861
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
18862
18863
    // Write to text buffer
18864
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
18865
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18866
0
    {
18867
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
18868
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
18869
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
18870
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
18871
0
        if (node_settings->ParentNodeId)
18872
0
        {
18873
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
18874
0
        }
18875
0
        else
18876
0
        {
18877
0
            if (node_settings->ParentWindowId)
18878
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
18879
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
18880
0
        }
18881
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
18882
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
18883
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
18884
0
            buf->appendf(" NoResize=1");
18885
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
18886
0
            buf->appendf(" CentralNode=1");
18887
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
18888
0
            buf->appendf(" NoTabBar=1");
18889
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
18890
0
            buf->appendf(" HiddenTabBar=1");
18891
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
18892
0
            buf->appendf(" NoWindowMenuButton=1");
18893
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
18894
0
            buf->appendf(" NoCloseButton=1");
18895
0
        if (node_settings->SelectedTabId)
18896
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
18897
18898
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
18899
0
        if (g.IO.ConfigDebugIniSettings)
18900
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
18901
0
            {
18902
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
18903
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
18904
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
18905
                // Iterate settings so we can give info about windows that didn't exist during the session.
18906
0
                int contains_window = 0;
18907
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18908
0
                    if (settings->DockId == node_settings->ID)
18909
0
                    {
18910
0
                        if (contains_window++ == 0)
18911
0
                            buf->appendf(" ; contains ");
18912
0
                        buf->appendf("'%s' ", settings->GetName());
18913
0
                    }
18914
0
            }
18915
18916
0
        buf->appendf("\n");
18917
0
    }
18918
0
    buf->appendf("\n");
18919
0
}
18920
18921
18922
//-----------------------------------------------------------------------------
18923
// [SECTION] PLATFORM DEPENDENT HELPERS
18924
//-----------------------------------------------------------------------------
18925
18926
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
18927
18928
#ifdef _MSC_VER
18929
#pragma comment(lib, "user32")
18930
#pragma comment(lib, "kernel32")
18931
#endif
18932
18933
// Win32 clipboard implementation
18934
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
18935
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18936
{
18937
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18938
    g.ClipboardHandlerData.clear();
18939
    if (!::OpenClipboard(NULL))
18940
        return NULL;
18941
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
18942
    if (wbuf_handle == NULL)
18943
    {
18944
        ::CloseClipboard();
18945
        return NULL;
18946
    }
18947
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
18948
    {
18949
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
18950
        g.ClipboardHandlerData.resize(buf_len);
18951
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
18952
    }
18953
    ::GlobalUnlock(wbuf_handle);
18954
    ::CloseClipboard();
18955
    return g.ClipboardHandlerData.Data;
18956
}
18957
18958
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18959
{
18960
    if (!::OpenClipboard(NULL))
18961
        return;
18962
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
18963
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
18964
    if (wbuf_handle == NULL)
18965
    {
18966
        ::CloseClipboard();
18967
        return;
18968
    }
18969
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
18970
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
18971
    ::GlobalUnlock(wbuf_handle);
18972
    ::EmptyClipboard();
18973
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
18974
        ::GlobalFree(wbuf_handle);
18975
    ::CloseClipboard();
18976
}
18977
18978
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
18979
18980
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
18981
static PasteboardRef main_clipboard = 0;
18982
18983
// OSX clipboard implementation
18984
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
18985
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18986
{
18987
    if (!main_clipboard)
18988
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18989
    PasteboardClear(main_clipboard);
18990
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
18991
    if (cf_data)
18992
    {
18993
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
18994
        CFRelease(cf_data);
18995
    }
18996
}
18997
18998
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18999
{
19000
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19001
    if (!main_clipboard)
19002
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19003
    PasteboardSynchronize(main_clipboard);
19004
19005
    ItemCount item_count = 0;
19006
    PasteboardGetItemCount(main_clipboard, &item_count);
19007
    for (ItemCount i = 0; i < item_count; i++)
19008
    {
19009
        PasteboardItemID item_id = 0;
19010
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
19011
        CFArrayRef flavor_type_array = 0;
19012
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
19013
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
19014
        {
19015
            CFDataRef cf_data;
19016
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
19017
            {
19018
                g.ClipboardHandlerData.clear();
19019
                int length = (int)CFDataGetLength(cf_data);
19020
                g.ClipboardHandlerData.resize(length + 1);
19021
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
19022
                g.ClipboardHandlerData[length] = 0;
19023
                CFRelease(cf_data);
19024
                return g.ClipboardHandlerData.Data;
19025
            }
19026
        }
19027
    }
19028
    return NULL;
19029
}
19030
19031
#else
19032
19033
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
19034
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19035
0
{
19036
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19037
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
19038
0
}
19039
19040
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
19041
0
{
19042
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19043
0
    g.ClipboardHandlerData.clear();
19044
0
    const char* text_end = text + strlen(text);
19045
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
19046
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
19047
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
19048
0
}
19049
19050
#endif
19051
19052
// Win32 API IME support (for Asian languages, etc.)
19053
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
19054
19055
#include <imm.h>
19056
#ifdef _MSC_VER
19057
#pragma comment(lib, "imm32")
19058
#endif
19059
19060
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
19061
{
19062
    // Notify OS Input Method Editor of text input position
19063
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
19064
    if (hwnd == 0)
19065
        return;
19066
19067
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
19068
    if (HIMC himc = ::ImmGetContext(hwnd))
19069
    {
19070
        COMPOSITIONFORM composition_form = {};
19071
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19072
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19073
        composition_form.dwStyle = CFS_FORCE_POSITION;
19074
        ::ImmSetCompositionWindow(himc, &composition_form);
19075
        CANDIDATEFORM candidate_form = {};
19076
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
19077
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19078
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19079
        ::ImmSetCandidateWindow(himc, &candidate_form);
19080
        ::ImmReleaseContext(hwnd, himc);
19081
    }
19082
}
19083
19084
#else
19085
19086
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
19087
19088
#endif
19089
19090
//-----------------------------------------------------------------------------
19091
// [SECTION] METRICS/DEBUGGER WINDOW
19092
//-----------------------------------------------------------------------------
19093
// - RenderViewportThumbnail() [Internal]
19094
// - RenderViewportsThumbnails() [Internal]
19095
// - DebugTextEncoding()
19096
// - MetricsHelpMarker() [Internal]
19097
// - ShowFontAtlas() [Internal]
19098
// - ShowMetricsWindow()
19099
// - DebugNodeColumns() [Internal]
19100
// - DebugNodeDockNode() [Internal]
19101
// - DebugNodeDrawList() [Internal]
19102
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
19103
// - DebugNodeFont() [Internal]
19104
// - DebugNodeFontGlyph() [Internal]
19105
// - DebugNodeStorage() [Internal]
19106
// - DebugNodeTabBar() [Internal]
19107
// - DebugNodeViewport() [Internal]
19108
// - DebugNodeWindow() [Internal]
19109
// - DebugNodeWindowSettings() [Internal]
19110
// - DebugNodeWindowsList() [Internal]
19111
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19112
//-----------------------------------------------------------------------------
19113
19114
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19115
19116
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19117
0
{
19118
0
    ImGuiContext& g = *GImGui;
19119
0
    ImGuiWindow* window = g.CurrentWindow;
19120
19121
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19122
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19123
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19124
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19125
0
    for (ImGuiWindow* thumb_window : g.Windows)
19126
0
    {
19127
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19128
0
            continue;
19129
0
        if (thumb_window->Viewport != viewport)
19130
0
            continue;
19131
19132
0
        ImRect thumb_r = thumb_window->Rect();
19133
0
        ImRect title_r = thumb_window->TitleBarRect();
19134
0
        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));
19135
0
        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
19136
0
        thumb_r.ClipWithFull(bb);
19137
0
        title_r.ClipWithFull(bb);
19138
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19139
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19140
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19141
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19142
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19143
0
    }
19144
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19145
0
}
19146
19147
static void RenderViewportsThumbnails()
19148
0
{
19149
0
    ImGuiContext& g = *GImGui;
19150
0
    ImGuiWindow* window = g.CurrentWindow;
19151
19152
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
19153
0
    float SCALE = 1.0f / 8.0f;
19154
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19155
0
    for (ImGuiViewportP* viewport : g.Viewports)
19156
0
        bb_full.Add(viewport->GetMainRect());
19157
0
    ImVec2 p = window->DC.CursorPos;
19158
0
    ImVec2 off = p - bb_full.Min * SCALE;
19159
0
    for (ImGuiViewportP* viewport : g.Viewports)
19160
0
    {
19161
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19162
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19163
0
    }
19164
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19165
0
}
19166
19167
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19168
0
{
19169
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19170
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19171
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19172
0
}
19173
19174
// Draw an arbitrary US keyboard layout to visualize translated keys
19175
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19176
0
{
19177
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
19178
0
    const float  key_rounding = 3.0f;
19179
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
19180
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
19181
0
    const float  key_face_rounding = 2.0f;
19182
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
19183
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19184
0
    const float  key_row_offset = 9.0f;
19185
19186
0
    ImVec2 board_min = GetCursorScreenPos();
19187
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19188
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19189
19190
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19191
0
    const KeyLayoutData keys_to_display[] =
19192
0
    {
19193
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19194
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19195
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19196
0
    };
19197
19198
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19199
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19200
0
    Dummy(board_max - board_min);
19201
0
    if (!IsItemVisible())
19202
0
        return;
19203
0
    draw_list->PushClipRect(board_min, board_max, true);
19204
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19205
0
    {
19206
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19207
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19208
0
        ImVec2 key_max = key_min + key_size;
19209
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19210
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19211
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19212
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19213
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19214
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19215
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19216
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19217
0
        if (IsKeyDown(key_data->Key))
19218
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19219
0
    }
19220
0
    draw_list->PopClipRect();
19221
0
}
19222
19223
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19224
void ImGui::DebugTextEncoding(const char* str)
19225
0
{
19226
0
    Text("Text: \"%s\"", str);
19227
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19228
0
        return;
19229
0
    TableSetupColumn("Offset");
19230
0
    TableSetupColumn("UTF-8");
19231
0
    TableSetupColumn("Glyph");
19232
0
    TableSetupColumn("Codepoint");
19233
0
    TableHeadersRow();
19234
0
    for (const char* p = str; *p != 0; )
19235
0
    {
19236
0
        unsigned int c;
19237
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19238
0
        TableNextColumn();
19239
0
        Text("%d", (int)(p - str));
19240
0
        TableNextColumn();
19241
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19242
0
        {
19243
0
            if (byte_index > 0)
19244
0
                SameLine();
19245
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19246
0
        }
19247
0
        TableNextColumn();
19248
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19249
0
            TextUnformatted(p, p + c_utf8_len);
19250
0
        else
19251
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19252
0
        TableNextColumn();
19253
0
        Text("U+%04X", (int)c);
19254
0
        p += c_utf8_len;
19255
0
    }
19256
0
    EndTable();
19257
0
}
19258
19259
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19260
static void MetricsHelpMarker(const char* desc)
19261
0
{
19262
0
    ImGui::TextDisabled("(?)");
19263
0
    if (ImGui::BeginItemTooltip())
19264
0
    {
19265
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19266
0
        ImGui::TextUnformatted(desc);
19267
0
        ImGui::PopTextWrapPos();
19268
0
        ImGui::EndTooltip();
19269
0
    }
19270
0
}
19271
19272
// [DEBUG] List fonts in a font atlas and display its texture
19273
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19274
0
{
19275
0
    for (ImFont* font : atlas->Fonts)
19276
0
    {
19277
0
        PushID(font);
19278
0
        DebugNodeFont(font);
19279
0
        PopID();
19280
0
    }
19281
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19282
0
    {
19283
0
        ImGuiContext& g = *GImGui;
19284
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19285
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19286
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19287
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19288
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19289
0
        TreePop();
19290
0
    }
19291
0
}
19292
19293
void ImGui::ShowMetricsWindow(bool* p_open)
19294
0
{
19295
0
    ImGuiContext& g = *GImGui;
19296
0
    ImGuiIO& io = g.IO;
19297
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19298
0
    if (cfg->ShowDebugLog)
19299
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19300
0
    if (cfg->ShowStackTool)
19301
0
        ShowStackToolWindow(&cfg->ShowStackTool);
19302
19303
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19304
0
    {
19305
0
        End();
19306
0
        return;
19307
0
    }
19308
19309
    // Basic info
19310
0
    Text("Dear ImGui %s", GetVersion());
19311
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19312
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19313
0
    Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);
19314
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19315
19316
0
    Separator();
19317
19318
    // Debugging enums
19319
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19320
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19321
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19322
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19323
0
    if (cfg->ShowWindowsRectsType < 0)
19324
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19325
0
    if (cfg->ShowTablesRectsType < 0)
19326
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19327
19328
0
    struct Funcs
19329
0
    {
19330
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19331
0
        {
19332
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19333
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19334
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19335
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19336
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19337
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19338
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19339
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19340
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19341
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19342
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate
19343
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }
19344
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19345
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19346
0
            IM_ASSERT(0);
19347
0
            return ImRect();
19348
0
        }
19349
19350
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19351
0
        {
19352
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19353
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19354
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19355
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19356
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19357
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19358
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19359
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19360
0
            IM_ASSERT(0);
19361
0
            return ImRect();
19362
0
        }
19363
0
    };
19364
19365
    // Tools
19366
0
    if (TreeNode("Tools"))
19367
0
    {
19368
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
19369
0
        SameLine();
19370
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
19371
0
        if (show_encoding_viewer)
19372
0
        {
19373
0
            static char buf[100] = "";
19374
0
            SetNextItemWidth(-FLT_MIN);
19375
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
19376
0
            if (buf[0] != 0)
19377
0
                DebugTextEncoding(buf);
19378
0
            TreePop();
19379
0
        }
19380
19381
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19382
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19383
0
            DebugStartItemPicker();
19384
0
        SameLine();
19385
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19386
19387
        // Stack Tool is your best friend!
19388
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19389
0
        SameLine();
19390
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19391
19392
        // Stack Tool is your best friend!
19393
0
        Checkbox("Show Stack Tool", &cfg->ShowStackTool);
19394
0
        SameLine();
19395
0
        MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");
19396
19397
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19398
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19399
0
        SameLine();
19400
0
        SetNextItemWidth(GetFontSize() * 12);
19401
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19402
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19403
0
        {
19404
0
            BulletText("'%s':", g.NavWindow->Name);
19405
0
            Indent();
19406
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19407
0
            {
19408
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19409
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19410
0
            }
19411
0
            Unindent();
19412
0
        }
19413
19414
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19415
0
        SameLine();
19416
0
        SetNextItemWidth(GetFontSize() * 12);
19417
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19418
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19419
0
        {
19420
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19421
0
            {
19422
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19423
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19424
0
                    continue;
19425
19426
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19427
0
                if (IsItemHovered())
19428
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19429
0
                Indent();
19430
0
                char buf[128];
19431
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19432
0
                {
19433
0
                    if (rect_n >= TRT_ColumnsRect)
19434
0
                    {
19435
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19436
0
                            continue;
19437
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19438
0
                        {
19439
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19440
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19441
0
                            Selectable(buf);
19442
0
                            if (IsItemHovered())
19443
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19444
0
                        }
19445
0
                    }
19446
0
                    else
19447
0
                    {
19448
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19449
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19450
0
                        Selectable(buf);
19451
0
                        if (IsItemHovered())
19452
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19453
0
                    }
19454
0
                }
19455
0
                Unindent();
19456
0
            }
19457
0
        }
19458
19459
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19460
0
        SameLine();
19461
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19462
19463
0
        TreePop();
19464
0
    }
19465
19466
    // Windows
19467
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19468
0
    {
19469
        //SetNextItemOpen(true, ImGuiCond_Once);
19470
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19471
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19472
0
        if (TreeNode("By submission order (begin stack)"))
19473
0
        {
19474
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19475
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19476
0
            temp_buffer.resize(0);
19477
0
            for (ImGuiWindow* window : g.Windows)
19478
0
                if (window->LastFrameActive + 1 >= g.FrameCount)
19479
0
                    temp_buffer.push_back(window);
19480
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19481
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19482
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19483
0
            TreePop();
19484
0
        }
19485
19486
0
        TreePop();
19487
0
    }
19488
19489
    // DrawLists
19490
0
    int drawlist_count = 0;
19491
0
    for (ImGuiViewportP* viewport : g.Viewports)
19492
0
        drawlist_count += viewport->DrawDataP.CmdLists.Size;
19493
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19494
0
    {
19495
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19496
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19497
0
        for (ImGuiViewportP* viewport : g.Viewports)
19498
0
        {
19499
0
            bool viewport_has_drawlist = false;
19500
0
            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
19501
0
            {
19502
0
                if (!viewport_has_drawlist)
19503
0
                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19504
0
                viewport_has_drawlist = true;
19505
0
                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
19506
0
            }
19507
0
        }
19508
0
        TreePop();
19509
0
    }
19510
19511
    // Viewports
19512
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19513
0
    {
19514
0
        Indent(GetTreeNodeToLabelSpacing());
19515
0
        RenderViewportsThumbnails();
19516
0
        Unindent(GetTreeNodeToLabelSpacing());
19517
19518
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19519
0
        SameLine();
19520
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19521
0
        if (open)
19522
0
        {
19523
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19524
0
            {
19525
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19526
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19527
0
                    i, mon.DpiScale * 100.0f,
19528
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19529
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19530
0
            }
19531
0
            TreePop();
19532
0
        }
19533
19534
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19535
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19536
0
        {
19537
0
            static ImVector<ImGuiViewportP*> viewports;
19538
0
            viewports.resize(g.Viewports.Size);
19539
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19540
0
            if (viewports.Size > 1)
19541
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
19542
0
            for (ImGuiViewportP* viewport : viewports)
19543
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
19544
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
19545
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
19546
0
                    viewport->Window ? viewport->Window->Name : "N/A");
19547
0
            TreePop();
19548
0
        }
19549
0
        for (ImGuiViewportP* viewport : g.Viewports)
19550
0
            DebugNodeViewport(viewport);
19551
0
        TreePop();
19552
0
    }
19553
19554
    // Details for Popups
19555
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19556
0
    {
19557
0
        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
19558
0
        {
19559
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19560
0
            ImGuiWindow* window = popup_data.Window;
19561
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19562
0
                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19563
0
                popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19564
0
        }
19565
0
        TreePop();
19566
0
    }
19567
19568
    // Details for TabBars
19569
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19570
0
    {
19571
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19572
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19573
0
            {
19574
0
                PushID(tab_bar);
19575
0
                DebugNodeTabBar(tab_bar, "TabBar");
19576
0
                PopID();
19577
0
            }
19578
0
        TreePop();
19579
0
    }
19580
19581
    // Details for Tables
19582
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19583
0
    {
19584
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19585
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19586
0
                DebugNodeTable(table);
19587
0
        TreePop();
19588
0
    }
19589
19590
    // Details for Fonts
19591
0
    ImFontAtlas* atlas = g.IO.Fonts;
19592
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19593
0
    {
19594
0
        ShowFontAtlas(atlas);
19595
0
        TreePop();
19596
0
    }
19597
19598
    // Details for InputText
19599
0
    if (TreeNode("InputText"))
19600
0
    {
19601
0
        DebugNodeInputTextState(&g.InputTextState);
19602
0
        TreePop();
19603
0
    }
19604
19605
    // Details for TypingSelect
19606
0
    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
19607
0
    {
19608
0
        DebugNodeTypingSelectState(&g.TypingSelectState);
19609
0
        TreePop();
19610
0
    }
19611
19612
    // Details for Docking
19613
0
#ifdef IMGUI_HAS_DOCK
19614
0
    if (TreeNode("Docking"))
19615
0
    {
19616
0
        static bool root_nodes_only = true;
19617
0
        ImGuiDockContext* dc = &g.DockContext;
19618
0
        Checkbox("List root nodes", &root_nodes_only);
19619
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19620
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19621
0
        SameLine();
19622
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19623
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19624
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19625
0
                if (!root_nodes_only || node->IsRootNode())
19626
0
                    DebugNodeDockNode(node, "Node");
19627
0
        TreePop();
19628
0
    }
19629
0
#endif // #ifdef IMGUI_HAS_DOCK
19630
19631
    // Settings
19632
0
    if (TreeNode("Settings"))
19633
0
    {
19634
0
        if (SmallButton("Clear"))
19635
0
            ClearIniSettings();
19636
0
        SameLine();
19637
0
        if (SmallButton("Save to memory"))
19638
0
            SaveIniSettingsToMemory();
19639
0
        SameLine();
19640
0
        if (SmallButton("Save to disk"))
19641
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19642
0
        SameLine();
19643
0
        if (g.IO.IniFilename)
19644
0
            Text("\"%s\"", g.IO.IniFilename);
19645
0
        else
19646
0
            TextUnformatted("<NULL>");
19647
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
19648
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19649
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19650
0
        {
19651
0
            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
19652
0
                BulletText("\"%s\"", handler.TypeName);
19653
0
            TreePop();
19654
0
        }
19655
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19656
0
        {
19657
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19658
0
                DebugNodeWindowSettings(settings);
19659
0
            TreePop();
19660
0
        }
19661
19662
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19663
0
        {
19664
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19665
0
                DebugNodeTableSettings(settings);
19666
0
            TreePop();
19667
0
        }
19668
19669
0
#ifdef IMGUI_HAS_DOCK
19670
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19671
0
        {
19672
0
            ImGuiDockContext* dc = &g.DockContext;
19673
0
            Text("In SettingsWindows:");
19674
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19675
0
                if (settings->DockId != 0)
19676
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
19677
0
            Text("In SettingsNodes:");
19678
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19679
0
            {
19680
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19681
0
                const char* selected_tab_name = NULL;
19682
0
                if (settings->SelectedTabId)
19683
0
                {
19684
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19685
0
                        selected_tab_name = window->Name;
19686
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19687
0
                        selected_tab_name = window_settings->GetName();
19688
0
                }
19689
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19690
0
            }
19691
0
            TreePop();
19692
0
        }
19693
0
#endif // #ifdef IMGUI_HAS_DOCK
19694
19695
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19696
0
        {
19697
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19698
0
            TreePop();
19699
0
        }
19700
0
        TreePop();
19701
0
    }
19702
19703
0
    if (TreeNode("Inputs"))
19704
0
    {
19705
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19706
0
        {
19707
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19708
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19709
0
            Indent();
19710
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19711
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19712
#else
19713
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19714
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19715
#endif
19716
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19717
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19718
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19719
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19720
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19721
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19722
0
            Unindent();
19723
0
        }
19724
19725
0
        Text("MOUSE STATE");
19726
0
        {
19727
0
            Indent();
19728
0
            if (IsMousePosValid())
19729
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19730
0
            else
19731
0
                Text("Mouse pos: <INVALID>");
19732
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19733
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19734
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19735
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19736
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19737
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19738
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
19739
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
19740
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19741
0
            Unindent();
19742
0
        }
19743
19744
0
        Text("MOUSE WHEELING");
19745
0
        {
19746
0
            Indent();
19747
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19748
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19749
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19750
0
            Unindent();
19751
0
        }
19752
19753
0
        Text("KEY OWNERS");
19754
0
        {
19755
0
            Indent();
19756
0
            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19757
0
            {
19758
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19759
0
                {
19760
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
19761
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19762
0
                        continue;
19763
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19764
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19765
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19766
0
                }
19767
0
                EndListBox();
19768
0
            }
19769
0
            Unindent();
19770
0
        }
19771
0
        Text("SHORTCUT ROUTING");
19772
0
        {
19773
0
            Indent();
19774
0
            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19775
0
            {
19776
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19777
0
                {
19778
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
19779
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
19780
0
                    {
19781
0
                        char key_chord_name[64];
19782
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
19783
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
19784
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
19785
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
19786
0
                        idx = routing_data->NextEntryIndex;
19787
0
                    }
19788
0
                }
19789
0
                EndListBox();
19790
0
            }
19791
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19792
0
            Unindent();
19793
0
        }
19794
0
        TreePop();
19795
0
    }
19796
19797
0
    if (TreeNode("Internal state"))
19798
0
    {
19799
0
        Text("WINDOWING");
19800
0
        Indent();
19801
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
19802
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
19803
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
19804
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
19805
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
19806
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19807
0
        Unindent();
19808
19809
0
        Text("ITEMS");
19810
0
        Indent();
19811
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
19812
0
        DebugLocateItemOnHover(g.ActiveId);
19813
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
19814
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19815
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
19816
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
19817
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
19818
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
19819
0
        Unindent();
19820
19821
0
        Text("NAV,FOCUS");
19822
0
        Indent();
19823
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
19824
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
19825
0
        DebugLocateItemOnHover(g.NavId);
19826
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
19827
0
        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
19828
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
19829
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
19830
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
19831
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
19832
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
19833
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
19834
0
        Unindent();
19835
19836
0
        TreePop();
19837
0
    }
19838
19839
    // Overlay: Display windows Rectangles and Begin Order
19840
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
19841
0
    {
19842
0
        for (ImGuiWindow* window : g.Windows)
19843
0
        {
19844
0
            if (!window->WasActive)
19845
0
                continue;
19846
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
19847
0
            if (cfg->ShowWindowsRects)
19848
0
            {
19849
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
19850
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19851
0
            }
19852
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
19853
0
            {
19854
0
                char buf[32];
19855
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
19856
0
                float font_size = GetFontSize();
19857
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
19858
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
19859
0
            }
19860
0
        }
19861
0
    }
19862
19863
    // Overlay: Display Tables Rectangles
19864
0
    if (cfg->ShowTablesRects)
19865
0
    {
19866
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19867
0
        {
19868
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19869
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
19870
0
                continue;
19871
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
19872
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
19873
0
            {
19874
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19875
0
                {
19876
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
19877
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
19878
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
19879
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
19880
0
                }
19881
0
            }
19882
0
            else
19883
0
            {
19884
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
19885
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19886
0
            }
19887
0
        }
19888
0
    }
19889
19890
0
#ifdef IMGUI_HAS_DOCK
19891
    // Overlay: Display Docking info
19892
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
19893
0
    {
19894
0
        char buf[64] = "";
19895
0
        char* p = buf;
19896
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
19897
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
19898
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
19899
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
19900
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
19901
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
19902
0
        int depth = DockNodeGetDepth(node);
19903
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
19904
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
19905
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
19906
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
19907
0
    }
19908
0
#endif // #ifdef IMGUI_HAS_DOCK
19909
19910
0
    End();
19911
0
}
19912
19913
// [DEBUG] Display contents of Columns
19914
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
19915
0
{
19916
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
19917
0
        return;
19918
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
19919
0
    for (ImGuiOldColumnData& column : columns->Columns)
19920
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
19921
0
    TreePop();
19922
0
}
19923
19924
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
19925
0
{
19926
0
    using namespace ImGui;
19927
0
    PushID(label);
19928
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
19929
0
    Text("%s:", label);
19930
0
    if (!enabled)
19931
0
        BeginDisabled();
19932
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
19933
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
19934
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
19935
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
19936
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
19937
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
19938
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
19939
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
19940
0
    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
19941
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
19942
0
    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
19943
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
19944
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
19945
0
    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
19946
0
    if (!enabled)
19947
0
        EndDisabled();
19948
0
    PopStyleVar();
19949
0
    PopID();
19950
0
}
19951
19952
// [DEBUG] Display contents of ImDockNode
19953
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
19954
0
{
19955
0
    ImGuiContext& g = *GImGui;
19956
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
19957
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
19958
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19959
0
    bool open;
19960
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19961
0
    if (node->Windows.Size > 0)
19962
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19963
0
    else
19964
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19965
0
    if (!is_alive) { PopStyleColor(); }
19966
0
    if (is_active && IsItemHovered())
19967
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
19968
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
19969
0
    if (open)
19970
0
    {
19971
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
19972
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
19973
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
19974
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
19975
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
19976
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
19977
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
19978
0
        BulletText("Misc:%s%s%s%s%s%s%s",
19979
0
            node->IsDockSpace() ? " IsDockSpace" : "",
19980
0
            node->IsCentralNode() ? " IsCentralNode" : "",
19981
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
19982
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
19983
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
19984
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
19985
0
        {
19986
0
            if (BeginTable("flags", 4))
19987
0
            {
19988
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
19989
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
19990
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
19991
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
19992
0
                EndTable();
19993
0
            }
19994
0
            TreePop();
19995
0
        }
19996
0
        if (node->ParentNode)
19997
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
19998
0
        if (node->ChildNodes[0])
19999
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
20000
0
        if (node->ChildNodes[1])
20001
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
20002
0
        if (node->TabBar)
20003
0
            DebugNodeTabBar(node->TabBar, "TabBar");
20004
0
        DebugNodeWindowsList(&node->Windows, "Windows");
20005
20006
0
        TreePop();
20007
0
    }
20008
0
}
20009
20010
// [DEBUG] Display contents of ImDrawList
20011
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
20012
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
20013
0
{
20014
0
    ImGuiContext& g = *GImGui;
20015
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
20016
0
    int cmd_count = draw_list->CmdBuffer.Size;
20017
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
20018
0
        cmd_count--;
20019
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
20020
0
    if (draw_list == GetWindowDrawList())
20021
0
    {
20022
0
        SameLine();
20023
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
20024
0
        if (node_open)
20025
0
            TreePop();
20026
0
        return;
20027
0
    }
20028
20029
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
20030
0
    if (window && IsItemHovered() && fg_draw_list)
20031
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20032
0
    if (!node_open)
20033
0
        return;
20034
20035
0
    if (window && !window->WasActive)
20036
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
20037
20038
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
20039
0
    {
20040
0
        if (pcmd->UserCallback)
20041
0
        {
20042
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
20043
0
            continue;
20044
0
        }
20045
20046
0
        char buf[300];
20047
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
20048
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
20049
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
20050
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
20051
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
20052
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
20053
0
        if (!pcmd_node_open)
20054
0
            continue;
20055
20056
        // Calculate approximate coverage area (touched pixel count)
20057
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
20058
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
20059
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
20060
0
        float total_area = 0.0f;
20061
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
20062
0
        {
20063
0
            ImVec2 triangle[3];
20064
0
            for (int n = 0; n < 3; n++, idx_n++)
20065
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
20066
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
20067
0
        }
20068
20069
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
20070
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
20071
0
        Selectable(buf);
20072
0
        if (IsItemHovered() && fg_draw_list)
20073
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
20074
20075
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
20076
0
        ImGuiListClipper clipper;
20077
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
20078
0
        while (clipper.Step())
20079
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
20080
0
            {
20081
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
20082
0
                ImVec2 triangle[3];
20083
0
                for (int n = 0; n < 3; n++, idx_i++)
20084
0
                {
20085
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
20086
0
                    triangle[n] = v.pos;
20087
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
20088
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
20089
0
                }
20090
20091
0
                Selectable(buf, false);
20092
0
                if (fg_draw_list && IsItemHovered())
20093
0
                {
20094
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
20095
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20096
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
20097
0
                    fg_draw_list->Flags = backup_flags;
20098
0
                }
20099
0
            }
20100
0
        TreePop();
20101
0
    }
20102
0
    TreePop();
20103
0
}
20104
20105
// [DEBUG] Display mesh/aabb of a ImDrawCmd
20106
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
20107
0
{
20108
0
    IM_ASSERT(show_mesh || show_aabb);
20109
20110
    // Draw wire-frame version of all triangles
20111
0
    ImRect clip_rect = draw_cmd->ClipRect;
20112
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20113
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20114
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20115
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20116
0
    {
20117
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20118
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20119
20120
0
        ImVec2 triangle[3];
20121
0
        for (int n = 0; n < 3; n++, idx_n++)
20122
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20123
0
        if (show_mesh)
20124
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20125
0
    }
20126
    // Draw bounding boxes
20127
0
    if (show_aabb)
20128
0
    {
20129
0
        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20130
0
        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20131
0
    }
20132
0
    out_draw_list->Flags = backup_flags;
20133
0
}
20134
20135
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20136
void ImGui::DebugNodeFont(ImFont* font)
20137
0
{
20138
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20139
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20140
0
    SameLine();
20141
0
    if (SmallButton("Set as default"))
20142
0
        GetIO().FontDefault = font;
20143
0
    if (!opened)
20144
0
        return;
20145
20146
    // Display preview text
20147
0
    PushFont(font);
20148
0
    Text("The quick brown fox jumps over the lazy dog");
20149
0
    PopFont();
20150
20151
    // Display details
20152
0
    SetNextItemWidth(GetFontSize() * 8);
20153
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20154
0
    SameLine(); MetricsHelpMarker(
20155
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
20156
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20157
0
        "You may oversample them to get some flexibility with scaling. "
20158
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20159
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20160
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20161
0
    char c_str[5];
20162
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20163
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20164
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20165
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20166
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20167
0
        if (font->ConfigData)
20168
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20169
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20170
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20171
20172
    // Display all glyphs of the fonts in separate pages of 256 characters
20173
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20174
0
    {
20175
0
        ImDrawList* draw_list = GetWindowDrawList();
20176
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20177
0
        const float cell_size = font->FontSize * 1;
20178
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20179
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20180
0
        {
20181
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20182
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20183
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20184
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20185
0
            {
20186
0
                base += 4096 - 256;
20187
0
                continue;
20188
0
            }
20189
20190
0
            int count = 0;
20191
0
            for (unsigned int n = 0; n < 256; n++)
20192
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20193
0
                    count++;
20194
0
            if (count <= 0)
20195
0
                continue;
20196
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20197
0
                continue;
20198
20199
            // Draw a 16x16 grid of glyphs
20200
0
            ImVec2 base_pos = GetCursorScreenPos();
20201
0
            for (unsigned int n = 0; n < 256; n++)
20202
0
            {
20203
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20204
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20205
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20206
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20207
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20208
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20209
0
                if (!glyph)
20210
0
                    continue;
20211
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20212
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20213
0
                {
20214
0
                    DebugNodeFontGlyph(font, glyph);
20215
0
                    EndTooltip();
20216
0
                }
20217
0
            }
20218
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20219
0
            TreePop();
20220
0
        }
20221
0
        TreePop();
20222
0
    }
20223
0
    TreePop();
20224
0
}
20225
20226
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20227
0
{
20228
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20229
0
    Separator();
20230
0
    Text("Visible: %d", glyph->Visible);
20231
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20232
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20233
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20234
0
}
20235
20236
// [DEBUG] Display contents of ImGuiStorage
20237
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20238
0
{
20239
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20240
0
        return;
20241
0
    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
20242
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20243
0
    TreePop();
20244
0
}
20245
20246
// [DEBUG] Display contents of ImGuiTabBar
20247
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20248
0
{
20249
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20250
0
    char buf[256];
20251
0
    char* p = buf;
20252
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20253
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20254
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20255
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20256
0
    {
20257
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20258
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20259
0
    }
20260
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20261
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20262
0
    bool open = TreeNode(label, "%s", buf);
20263
0
    if (!is_active) { PopStyleColor(); }
20264
0
    if (is_active && IsItemHovered())
20265
0
    {
20266
0
        ImDrawList* draw_list = GetForegroundDrawList();
20267
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20268
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20269
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20270
0
    }
20271
0
    if (open)
20272
0
    {
20273
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20274
0
        {
20275
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20276
0
            PushID(tab);
20277
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20278
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20279
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20280
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20281
0
            PopID();
20282
0
        }
20283
0
        TreePop();
20284
0
    }
20285
0
}
20286
20287
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20288
0
{
20289
0
    SetNextItemOpen(true, ImGuiCond_Once);
20290
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
20291
0
    {
20292
0
        ImGuiWindowFlags flags = viewport->Flags;
20293
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20294
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20295
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20296
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20297
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20298
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20299
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20300
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20301
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20302
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20303
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20304
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20305
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20306
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20307
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20308
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20309
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20310
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20311
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20312
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20313
0
        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20314
0
            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20315
0
        TreePop();
20316
0
    }
20317
0
}
20318
20319
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20320
0
{
20321
0
    if (window == NULL)
20322
0
    {
20323
0
        BulletText("%s: NULL", label);
20324
0
        return;
20325
0
    }
20326
20327
0
    ImGuiContext& g = *GImGui;
20328
0
    const bool is_active = window->WasActive;
20329
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20330
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20331
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
20332
0
    if (!is_active) { PopStyleColor(); }
20333
0
    if (IsItemHovered() && is_active)
20334
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20335
0
    if (!open)
20336
0
        return;
20337
20338
0
    if (window->MemoryCompacted)
20339
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
20340
20341
0
    ImGuiWindowFlags flags = window->Flags;
20342
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
20343
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
20344
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
20345
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
20346
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
20347
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
20348
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
20349
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
20350
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
20351
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
20352
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20353
0
    {
20354
0
        ImRect r = window->NavRectRel[layer];
20355
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
20356
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
20357
0
        else
20358
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
20359
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
20360
0
    }
20361
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
20362
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20363
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
20364
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
20365
20366
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
20367
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
20368
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
20369
0
    if (window->DockNode || window->DockNodeAsHost)
20370
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
20371
20372
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
20373
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
20374
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
20375
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
20376
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
20377
0
    {
20378
0
        for (ImGuiOldColumns& columns : window->ColumnsStorage)
20379
0
            DebugNodeColumns(&columns);
20380
0
        TreePop();
20381
0
    }
20382
0
    DebugNodeStorage(&window->StateStorage, "Storage");
20383
0
    TreePop();
20384
0
}
20385
20386
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
20387
0
{
20388
0
    if (settings->WantDelete)
20389
0
        BeginDisabled();
20390
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
20391
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
20392
0
    if (settings->WantDelete)
20393
0
        EndDisabled();
20394
0
}
20395
20396
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
20397
0
{
20398
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
20399
0
        return;
20400
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
20401
0
    {
20402
0
        PushID((*windows)[i]);
20403
0
        DebugNodeWindow((*windows)[i], "Window");
20404
0
        PopID();
20405
0
    }
20406
0
    TreePop();
20407
0
}
20408
20409
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
20410
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
20411
0
{
20412
0
    for (int i = 0; i < windows_size; i++)
20413
0
    {
20414
0
        ImGuiWindow* window = windows[i];
20415
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
20416
0
            continue;
20417
0
        char buf[20];
20418
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
20419
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
20420
0
        DebugNodeWindow(window, buf);
20421
0
        Indent();
20422
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
20423
0
        Unindent();
20424
0
    }
20425
0
}
20426
20427
//-----------------------------------------------------------------------------
20428
// [SECTION] DEBUG LOG WINDOW
20429
//-----------------------------------------------------------------------------
20430
20431
void ImGui::DebugLog(const char* fmt, ...)
20432
0
{
20433
0
    va_list args;
20434
0
    va_start(args, fmt);
20435
0
    DebugLogV(fmt, args);
20436
0
    va_end(args);
20437
0
}
20438
20439
void ImGui::DebugLogV(const char* fmt, va_list args)
20440
0
{
20441
0
    ImGuiContext& g = *GImGui;
20442
0
    const int old_size = g.DebugLogBuf.size();
20443
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20444
0
    g.DebugLogBuf.appendfv(fmt, args);
20445
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20446
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20447
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20448
#ifdef IMGUI_ENABLE_TEST_ENGINE
20449
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
20450
        IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size);
20451
#endif
20452
0
}
20453
20454
void ImGui::ShowDebugLogWindow(bool* p_open)
20455
0
{
20456
0
    ImGuiContext& g = *GImGui;
20457
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20458
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20459
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20460
0
    {
20461
0
        End();
20462
0
        return;
20463
0
    }
20464
20465
0
    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20466
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20467
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20468
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20469
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20470
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20471
    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);
20472
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20473
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20474
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20475
20476
0
    if (SmallButton("Clear"))
20477
0
    {
20478
0
        g.DebugLogBuf.clear();
20479
0
        g.DebugLogIndex.clear();
20480
0
    }
20481
0
    SameLine();
20482
0
    if (SmallButton("Copy"))
20483
0
        SetClipboardText(g.DebugLogBuf.c_str());
20484
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20485
20486
0
    ImGuiListClipper clipper;
20487
0
    clipper.Begin(g.DebugLogIndex.size());
20488
0
    while (clipper.Step())
20489
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20490
0
        {
20491
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20492
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20493
0
            TextUnformatted(line_begin, line_end);
20494
0
            ImRect text_rect = g.LastItemData.Rect;
20495
0
            if (IsItemHovered())
20496
0
                for (const char* p = line_begin; p <= line_end - 10; p++)
20497
0
                {
20498
0
                    ImGuiID id = 0;
20499
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20500
0
                        continue;
20501
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20502
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20503
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20504
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20505
0
                        DebugLocateItemOnHover(id);
20506
0
                    p += 10;
20507
0
                }
20508
0
        }
20509
0
    if (GetScrollY() >= GetScrollMaxY())
20510
0
        SetScrollHereY(1.0f);
20511
0
    EndChild();
20512
20513
0
    End();
20514
0
}
20515
20516
//-----------------------------------------------------------------------------
20517
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
20518
//-----------------------------------------------------------------------------
20519
20520
// Draw a small cross at current CursorPos in current window's DrawList
20521
void ImGui::DebugDrawCursorPos(ImU32 col)
20522
0
{
20523
0
    ImGuiContext& g = *GImGui;
20524
0
    ImGuiWindow* window = g.CurrentWindow;
20525
0
    ImVec2 pos = window->DC.CursorPos;
20526
0
    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
20527
0
    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
20528
0
}
20529
20530
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
20531
void ImGui::DebugDrawLineExtents(ImU32 col)
20532
0
{
20533
0
    ImGuiContext& g = *GImGui;
20534
0
    ImGuiWindow* window = g.CurrentWindow;
20535
0
    float curr_x = window->DC.CursorPos.x;
20536
0
    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
20537
0
    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
20538
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
20539
0
    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
20540
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
20541
0
}
20542
20543
// Draw last item rect in ForegroundDrawList (so it is always visible)
20544
void ImGui::DebugDrawItemRect(ImU32 col)
20545
0
{
20546
0
    ImGuiContext& g = *GImGui;
20547
0
    ImGuiWindow* window = g.CurrentWindow;
20548
0
    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
20549
0
}
20550
20551
// [DEBUG] Locate item position/rectangle given an ID.
20552
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20553
20554
void ImGui::DebugLocateItem(ImGuiID target_id)
20555
0
{
20556
0
    ImGuiContext& g = *GImGui;
20557
0
    g.DebugLocateId = target_id;
20558
0
    g.DebugLocateFrames = 2;
20559
0
}
20560
20561
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20562
0
{
20563
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20564
0
        return;
20565
0
    ImGuiContext& g = *GImGui;
20566
0
    DebugLocateItem(target_id);
20567
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20568
0
}
20569
20570
void ImGui::DebugLocateItemResolveWithLastItem()
20571
0
{
20572
0
    ImGuiContext& g = *GImGui;
20573
0
    ImGuiLastItemData item_data = g.LastItemData;
20574
0
    g.DebugLocateId = 0;
20575
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20576
0
    ImRect r = item_data.Rect;
20577
0
    r.Expand(3.0f);
20578
0
    ImVec2 p1 = g.IO.MousePos;
20579
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20580
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20581
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20582
0
}
20583
20584
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20585
void ImGui::UpdateDebugToolItemPicker()
20586
48.4k
{
20587
48.4k
    ImGuiContext& g = *GImGui;
20588
48.4k
    g.DebugItemPickerBreakId = 0;
20589
48.4k
    if (!g.DebugItemPickerActive)
20590
48.4k
        return;
20591
20592
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20593
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20594
0
    if (IsKeyPressed(ImGuiKey_Escape))
20595
0
        g.DebugItemPickerActive = false;
20596
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20597
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20598
0
    {
20599
0
        g.DebugItemPickerBreakId = hovered_id;
20600
0
        g.DebugItemPickerActive = false;
20601
0
    }
20602
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20603
0
        if (change_mapping && IsMouseClicked(mouse_button))
20604
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20605
0
    SetNextWindowBgAlpha(0.70f);
20606
0
    if (!BeginTooltip())
20607
0
        return;
20608
0
    Text("HoveredId: 0x%08X", hovered_id);
20609
0
    Text("Press ESC to abort picking.");
20610
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20611
0
    if (change_mapping)
20612
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20613
0
    else
20614
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20615
0
    EndTooltip();
20616
0
}
20617
20618
// [DEBUG] Stack Tool: update queries. Called by NewFrame()
20619
void ImGui::UpdateDebugToolStackQueries()
20620
48.4k
{
20621
48.4k
    ImGuiContext& g = *GImGui;
20622
48.4k
    ImGuiStackTool* tool = &g.DebugStackTool;
20623
20624
    // Clear hook when stack tool is not visible
20625
48.4k
    g.DebugHookIdInfo = 0;
20626
48.4k
    if (g.FrameCount != tool->LastActiveFrame + 1)
20627
48.4k
        return;
20628
20629
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20630
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20631
3
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20632
3
    if (tool->QueryId != query_id)
20633
0
    {
20634
0
        tool->QueryId = query_id;
20635
0
        tool->StackLevel = -1;
20636
0
        tool->Results.resize(0);
20637
0
    }
20638
3
    if (query_id == 0)
20639
3
        return;
20640
20641
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20642
0
    int stack_level = tool->StackLevel;
20643
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20644
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20645
0
            tool->StackLevel++;
20646
20647
    // Update hook
20648
0
    stack_level = tool->StackLevel;
20649
0
    if (stack_level == -1)
20650
0
        g.DebugHookIdInfo = query_id;
20651
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20652
0
    {
20653
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20654
0
        tool->Results[stack_level].QueryFrameCount++;
20655
0
    }
20656
0
}
20657
20658
// [DEBUG] Stack tool: hooks called by GetID() family functions
20659
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20660
0
{
20661
0
    ImGuiContext& g = *GImGui;
20662
0
    ImGuiWindow* window = g.CurrentWindow;
20663
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20664
20665
    // Step 0: stack query
20666
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20667
0
    if (tool->StackLevel == -1)
20668
0
    {
20669
0
        tool->StackLevel++;
20670
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20671
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20672
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20673
0
        return;
20674
0
    }
20675
20676
    // Step 1+: query for individual level
20677
0
    IM_ASSERT(tool->StackLevel >= 0);
20678
0
    if (tool->StackLevel != window->IDStack.Size)
20679
0
        return;
20680
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20681
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20682
20683
0
    switch (data_type)
20684
0
    {
20685
0
    case ImGuiDataType_S32:
20686
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20687
0
        break;
20688
0
    case ImGuiDataType_String:
20689
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20690
0
        break;
20691
0
    case ImGuiDataType_Pointer:
20692
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20693
0
        break;
20694
0
    case ImGuiDataType_ID:
20695
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20696
0
            return;
20697
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20698
0
        break;
20699
0
    default:
20700
0
        IM_ASSERT(0);
20701
0
    }
20702
0
    info->QuerySuccess = true;
20703
0
    info->DataType = data_type;
20704
0
}
20705
20706
static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20707
0
{
20708
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20709
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20710
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20711
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20712
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20713
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20714
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20715
0
        return (*buf = 0);
20716
#ifdef IMGUI_ENABLE_TEST_ENGINE
20717
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20718
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20719
#endif
20720
0
    return ImFormatString(buf, buf_size, "???");
20721
0
}
20722
20723
// Stack Tool: Display UI
20724
void ImGui::ShowStackToolWindow(bool* p_open)
20725
0
{
20726
0
    ImGuiContext& g = *GImGui;
20727
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20728
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20729
0
    if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20730
0
    {
20731
0
        End();
20732
0
        return;
20733
0
    }
20734
20735
    // Display hovered/active status
20736
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20737
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20738
0
    const ImGuiID active_id = g.ActiveId;
20739
#ifdef IMGUI_ENABLE_TEST_ENGINE
20740
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20741
#else
20742
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20743
0
#endif
20744
0
    SameLine();
20745
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20746
20747
    // CTRL+C to copy path
20748
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20749
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20750
0
    SameLine();
20751
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20752
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20753
0
    {
20754
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20755
0
        char* p = g.TempBuffer.Data;
20756
0
        char* p_end = p + g.TempBuffer.Size;
20757
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20758
0
        {
20759
0
            *p++ = '/';
20760
0
            char level_desc[256];
20761
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20762
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20763
0
            {
20764
0
                if (level_desc[n] == '/')
20765
0
                    *p++ = '\\';
20766
0
                *p++ = level_desc[n];
20767
0
            }
20768
0
        }
20769
0
        *p = '\0';
20770
0
        SetClipboardText(g.TempBuffer.Data);
20771
0
    }
20772
20773
    // Display decorated stack
20774
0
    tool->LastActiveFrame = g.FrameCount;
20775
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
20776
0
    {
20777
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
20778
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
20779
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
20780
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
20781
0
        TableHeadersRow();
20782
0
        for (int n = 0; n < tool->Results.Size; n++)
20783
0
        {
20784
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
20785
0
            TableNextColumn();
20786
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
20787
0
            TableNextColumn();
20788
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
20789
0
            TextUnformatted(g.TempBuffer.Data);
20790
0
            TableNextColumn();
20791
0
            Text("0x%08X", info->ID);
20792
0
            if (n == tool->Results.Size - 1)
20793
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
20794
0
        }
20795
0
        EndTable();
20796
0
    }
20797
0
    End();
20798
0
}
20799
20800
#else
20801
20802
void ImGui::ShowMetricsWindow(bool*) {}
20803
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
20804
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
20805
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
20806
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
20807
void ImGui::DebugNodeFont(ImFont*) {}
20808
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
20809
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
20810
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
20811
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
20812
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
20813
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
20814
20815
void ImGui::DebugLog(const char*, ...) {}
20816
void ImGui::DebugLogV(const char*, va_list) {}
20817
void ImGui::ShowDebugLogWindow(bool*) {}
20818
void ImGui::ShowStackToolWindow(bool*) {}
20819
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
20820
void ImGui::UpdateDebugToolItemPicker() {}
20821
void ImGui::UpdateDebugToolStackQueries() {}
20822
20823
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
20824
20825
//-----------------------------------------------------------------------------
20826
20827
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
20828
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
20829
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
20830
#include "imgui_user.inl"
20831
#endif
20832
20833
//-----------------------------------------------------------------------------
20834
20835
#endif // #ifndef IMGUI_DISABLE